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As far as being able to repair while on fire, the problem is that there's really nothing between "I can ignore and repair away literally any amount of fire" and "I forgot one fire extinguisher, therefore my entire ship will now burn to death".
Fair enough. And as for my ship designs, I tend to overdo it on doors and making certain everything can be reached in seconds. I usually have a single fire extinguisher per Crew Quarter. The 2- or 6-People Quarters, both. They're also usually kept close by areas likely to be damaged by incoming fire, as well as beside ESSENTIAL bits, such as reactors, cockpits and its variants, etc. I don't mind when a storage area explodes, as the materials will usually be recoverable with ease, so I don't prioritize those.
I also generally assign a bit of crew to specifically take those fire extinguishers and use them, should the need arise. The odd part is, they usually don't go and grab them, or, if they do, they try to run a kilometer or two to the furthest fire, rather than directing their attention to the closest ones first.
Do we need to add the extinguishers to the squad assignment if the team has assignments?
No, devs don't need to change anything with these and trivialize fires, if fires are causing problems for you, I assure you you can fix that in your designs. Having too many doors for example is a design flaw that helps fires spread. Fires will spread through doors, not walls.
Like, you can have multiple small pockets of crew in your ships instead of making your whole ship reachable with 200 doors and corridors. It will make your crew more efficient, and will keep fires from spreading. Just one design thing you can do to control fires better. Another is just... Mitigating damage properly to avoid fires in the first place. Put down more armor, thread it, use PD to keep cannon shells from reaching you at all, that sort of stuff.
Though a system that puts out fires automatically in a small circle around it at the cost of space might be cool, sounds like a very fair thing.