Nice thoughts on that, maybe a more realistic version of it (for the implementation)
for an info to u, HH were impact explosion shells fired at an ocean square (like 50mx50m) they thought the ss would be in. 1 or 2 would have to hit and the ss was history. they worked only with a direct hit, that was hard enough, after like 40-50m depth of the ss they were useless against subs.
I would more like to see that happen than the splash damage they do now. so firing hh should be like an suqare inch on the map with the shells always in a perfect suqare. the phh should just have like an 1.25 square inch with same effect. for normal 2 hh needed to kill a ss for phh 1 only exploding on impact while on surface, periscope and -1 depth. -2 and crit are the save areas.
also the hh should only make like a max of 5% damage to any other surface vessel. the ss sprite should be set into a realistic scale to the other ships in nf, so the challenge for asw becomes higher to actually get a ss.
the dc damage should decrease every lvl it goes deeper under water. so like periscope depth 100%, -1 lvl 80%, -2 lvl 50% and crit like 25%. the dc should make "splash damage" to other non set neighbour areas, but to upper lvl like 25% of actual damage and to lower lvl 10%.
the thought of the 4 dive levles isn't bad, but i rather think it would be better to make like the altitude control of planes, so from 0-200 meters dive detph, with every higher lvl ss u can dive deeper without getting hurt due to dive under shipyards guaranteed dive depth.
hh and phh work till depth of 50m and dc would have been set like gun angle setting to the depth the should explode, the deeper the ss the less damage they do as mentioned above and the splash damage radius (3d wise) decreases the deeper the dc explodes.
for your "radar planes" the should only spot the ss that aren't deeper than 100m.
the electrical engeines of the ss shouldn't change speeds while going deeper. the should always be the same. for an usable gameplay I would recommend, that the max speed while dived is half the speed surfaced.
does the ship go slower than 4 knots its on "silent running" and non spotable to hydrophones as standard for dd and ff-class ships, but to active sonar (sonarman required for any shpiclass from ff up to cl).
the ss player should hear a "ping sound" and get a screen message like "torpedo spotted" with red letters in center screen "active sonar detected" or something like that.
while diving below the garanteed dive depth the ss should take damage, the deeper it goes, the more damage it gets (exponential growth). Higher lvl ss that have a greater guaranteed dive depth would survive longe while "critical diving".
Also there should be added 2 more diving modes:
1. A surfaced ss and surfaced only can "emergency dive" once u hit that certain button, your ss will dive to 50m in less than 3secs.
2. at any depth a ss can fill the water balast tanks with air and it will surface immediately.
the air supply of a dived ss shouldn't be the factor that matters but the power consumption of the electrical engines. so batterie supply will decrease faster the faster your ss goes submerged. ss5 or eventually ss6 should be able to "snorkel", so they can ride diesel-engines in "charge mode" while being on periscope depth with same speed as on electrical engines. does your ss go faster than that, your batteries won't be recharged.