Those are probably the modders though huh?
You'd think so, but no. My home machine was top-of-the-line when I built it, but that was four years ago. I'm actually just about ready to upgrade it again, but I'm definitely not in the group that has insanely powerful machines.
To the original topic, yes, it'd be easy to do, but there's a very good reason why most modders wouldn't touch something like this, besides the general disinclination to do work for others when we have our own stuff to work on. You see, most of the major content mods, such as my own, use Lua to manipulate various events. We add something that triggers at the start or end of a turn, or something that triggers when a unit is created, or when a city is created. That sort of thing; it's a key part of the more advanced mods, because it allows you to add things far beyond what XML allows.
The problem is that most of these events are "Serial" events, which are inherently tied to the UI (meaning inherently tied to whichever player is the "active" player, which in a non-hotseat game means YOU). Quite a few events only trigger when the active player SEES the event in question, like the "when an improvement is created" event. Others trigger in other UI-centric ways; the "when a unit is created" event actually triggers any time an entry is created in the unit table, which includes embarkation and disembarkation, because those events basically destroy the old unit and create a new one, with the same promotions, in the same spot. (Note that this doesn't change the "turn this unit was created" value in the database, so you can use that to tell the actual creations apart from the embarkations.) This sort of issue has been a major problem for the modders; the devs have provided us with a few non-serial GameEvents, which have helped tremendously, but we don't have a full set yet.
And that leads us to the conflict. The only two combat events available at the present time are RunCombatSim (which triggers at the start of a combat and says, among other things, how much damage each unit is expected to take) and EndCombatSim (which triggers at the end of a combat and says how much each one ACTUALLY takes). Unfortunately, like other serial events these two have some limitations; they don't give good information in unit-vs-city battles (there'll be no information about which city it is) or when nukes are involved (there'll be no information about the target hex at all), and more importantly, they won't trigger if you have Quick Combat turned on OR are in Strategic View (your F10).
So there it is. The people most capable of making this sort of mod for you are generally the ones who'd never, ever use it because it'd directly conflict with the content mods they've created (or at least the ones that the more active folks use most often). In my own mod, I use those two combat events for things like nuke interception (yes, I have a working SDI), a dozen or so special abilities that add extra damage or heal one of the units involved, a "psionic combat" promotion that makes a unit adjust its strength to match its opponent, and so on. So until the devs add new combat events without those limitations, I'd never even consider using a mod like you've described.
Now, if you want to do it yourself, it wouldn't be too hard. Create a Lua function that triggers on the end of the active player's turn (the serial event is the only option) that checks whether you're in Strategic View or not, stores that into a global boolean, and forces the display into strategic mode if you weren't already in it. Then, create a start-of-active-turn function (while the GameEvent would work, there's no reason not to use the serial one for this) in the same file, one that checks the stored boolean and takes you back out of strategic view if you weren't in it at the end of the previous turn. That's all you'd need.