Experimental modules are meant to be slightly better than Mk3, to reward players who play more games and get lucky with loot.
Generally this is true, especially for weapons, they just have a few % more damage.
However, for hull repairs, this is completely untrue.
They are not a few % better.
They are almost DOUBLE as good as Mk3.
Looking at the numbers:
Mk1: 1660 repair / 288s = 5.76 HP per second average repair
Mk3: 1946 repair / 108s = 18.02 HP per second average repair
Exp: 2022 repair / 60s = 33.70 HP per second average repair.
Is this a few % better?
No, no it isn’t.
Mk1 shield gives 1467 repair / 40s = 36.68 average repair per second.
Mk3 shield gives 1719 repair / 30s = 57.30 average repair per second.
This and this alone, the LONG cooldowns on hull repair, is the reason that hull tanking is not as viable as shield tanking, for any ships, including empire. Unless you get an experimental hull repair, you will always be able to restore far more shields over time, compared to hull, and even the experimental.
I’m not even going to mention that phase shield on all guard frigs only affects shield. (oh wait, I just did).
This needs to be addressed before the game hits full release. Both hull and armor should be at least similar in viability - but instead, mk1 shield heals more than experimental hull. Total joke.
I will mention that hull can stack resists easier, meaning you take less damage and your healing is more effective; however this is not enough to make up for the huge disparity in healing values (5.76 against 36.68 at Mk1, that’s over 6x more). Shield also has passive regen, where for hull to regen you have to use a passive slot, and the module for that is broken (only works when you’re above ~90% capacitor, who knows why).
Oh and for engineer frigates, well I have a Mk3 hull nanocloud, this heals 236/second. My military (mk2.5) shield generator heals 402/second. So it’s the same thing there again, shield heals way more. Hull tanking is just not viable at all.