Does enabling/disabling Scripts have a high performance cost?

Was just wondering if the approach of enabling/disabling scripts on a prefab gameobject would have a high overhead in unity? I was going use this approach to having damage to the ship. IE: If say the sensor pod of the ship was damaged, the sensor script would be disabled. Is there a better approach to such things if the enable/disable scripts is too costly in terms of game overhead/performance?

Your approach sounds fine. The ‘costly’ stuff won’t be a factor for a small number of GameObjects.