This Extension allows more Flexibility in Object Names. Especially you can define a Name Template and all Objects will be named according to this Template and it adds Colored Object Names. Its simple to use since you just rename your Properties as usual, but you can simply include expressions which will be replaced by what you really want to write there.
Available Expressions:
Colored Names
To color Object Names just put these Expressions before the part intended to be colored:
/blk black
/gr1 gray 1
/blu blue
/cya cyan
/grn green
/mag magenta
/red red
/lbl light blue
/whi white
/yel yellow
/gr2 gray 2
/hex for Hexadecimal (RRGGBB) Color in the format /hexBADA55#
Insert Expressions
these pre-definied Expressions exist:
###> First the ones which dont change for a specific update (or wont cause an update if they should change) - generally perfixed with /
/type+ = > Full Typename of the Object Macro (for example Nova Vanguard )
/type0 = > Typename of the Object Macro without Subtype (for example Nova )
/class = > Object Class (currently XL, L, M, S, XS and ST - please notify me if more pop up)
/purpose = > InGame-Purpose of the Obejct (Trade, Fight, Build, Mine, Scan or Hack)
/freightclass => Compatible Freight Classes ( BCEL ), if its universal its U
/sec = > Name of the Sector/Cluster the Object is currently in (Intended for Stations, No Auto Update)
/clu /
/sup.sec = > Similiar to the two before, but refering to the Superior, not the Object itself
/sup.clu /
-> Sequence numbers:
/seqall > Counter for all Ships, no seperation between type or class
/seqtype > Counter for each Ship Type (Variations count as seperate Type)
/seqsize > Counter for each Ship Size Class (L, XL etc)
/seqpurp > Counter for Ship Purpose Class (Trade, Fight, Mine, Build)
/seqclass > Counter for Size+Purpose combination
-> Control Codes for Sequence Numbers (will be removed entirely after being performed)
/seqdel > Delete currently assigned Sequence Number to get a new one
/seqresetall
/seqresettype
/seqresetsize . . . > Remove current Sequence Number of that type and start over at 1 (already assigned Numbers will stay)
/seqresetpurp
/seqresetclass
###> Next the Expressions which will cause an Update if their Value changes (prefixed with $)
$sup.name => Inserting the Name of the Superior ($-Expressions are cut away for this)
$money => current amount of Cash the Pilot/Manager has
=> Skills: Skill Values of certain Control Entities can be inserted with a 3-letter-combo:
$SAB
where the $S is always the same (S for Skill

A stands for the following options:
C => Pilot,Captain (both are technically equal)
D => Defense Officer
E => Engineer
M => Manager
and B defines the Skill to be inserted:
A => All(Combined; goes from 0 to 100 instead of the others 0 to 5)
B => Boarding
C => Combat
E => Engineering
L => Leadership
M => Managment
N => Navigation
O => Morale
S => Science
Custom Expressions
There is a seperate Extension included in the Download.
This Extension allows for defining custom Expressions to allow for more efficient renaming.
Additionally you can define Initial Names for Stations, Big Ships and Small Ships when you buy/build them there now. i recommend putting a custom expression there and define the full name with this Expression, because that way you can change it easily when you change your mind

i have left a short explaination how to use it there. Also all previously explained / and $ Expressions can be used inside there without restrictions

Download
here.
Depends on _G UI Workaround Version 0.31 found
here. (the previous Version 0.20 should also work)
Script-defined Expressions (for use by other Modders)
You can also provide Additional Expressions via Script by writing to a Table for external Namereplacements ( player.entity.$namereplacement.{$object}.$expression ) and send an Update Signal immediately after writing there ( <signal_objects object="$object" param="'Object Name Updated'" delay="100ms"/> )
Changelog
Version 0.40 (2019-02-02):
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object. No more re-typing everything!

=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
=> fixed/removed some Output in the log
2019-02-27 (screw Version Numbers, i will just go with the Date)
==> Compatibility for Game Version 2.0
=> Fixed Script-defined Expressions API
=> Removed unneeded and outdated Lang files - when using German or French please delete the t folder before updating
=> Added Notification if the Player Faction Tag Mod is also active, since function of both Overlaps
=> All Player Objects with the default name will be changed to custom default name when its first detected on game load
=> Leaving Object Name empty will set it to custom default Name
=> Made some guesses Fix to apply Default Name to Capped Ships (untested)
=> Added some custom Ship Variants for Type Name shortening
2019-04-12
=> Added Check for Game Version in lua and if the version is unknown only use less intrusive changes (improves compatibility, but in unrecognized Versions the Names will be empty on renaming)
-> recognized Versions: 2.00 (334398), 2.20 (339509), 2.21 (341463)
=> Added Sequence Numbers functionality
2019-07-13
=> nor recognizing Version 2.50 too (but editing name function is broken somehow still)