I suggest to change the parameters of some passive modules, as some of them have a very weak effect. (Note: none of the numbers are fixed, balancing should be added where it is appropriate.)
Asynchronous Shield:
increases shield regeneraion by a flat value of 150pts/sec. This would allow for a meaningful increase of shield regeneration on most ships without being too strong on (Jericho) destroyers.
Energy recupation system:
additionally to charging the energy reserves with incoming damage, it could also fire a 1200m range pulsar pulse, dealing damage depending on the maximum capacitor charge. This pulsar would ‘pulse’ every time the shields received 3000 damage points. This effect would have a cooldown of 7 seconds. Every pulse regenerates 700 shield points.
Multipurpose Shield:
instead of increasing the shield charge by a measly 17%, it could linearly increase shield resists by up to 50pts depending on the remaining shield charge. 100% shields would yield 0 resists, 0% shield would yield 50 resists.
Submatter shield:
additionally to increasing speed, it could also increase strafe speed by 20%.
Tetroxide incector: additionally to increasing the ships acceleration, it could give the user a 30% resistance to slowing effects.
Regenerative coating:
the hull regeneration should increase if the user has been out of combat for 7 seconds by up to 150 pts/sec
Missile pylons:
additionally to reducing missile reload speed, it should also increase the amount of missile slot ammunition by 1. This would enable covert ops interceptors to carry more nukes and it would allow some sort of a different approach to torpedo boat gameplay.
Lightweight hull:
additionally to increasing speed, itcould also increase rotation speed by 15%.
Gun modification (guard cpu thingy):
It should increase weapon damage by 9% per enemy in a 2000m radius. The current buff of 3% is barely noticeable.
Discuss, if you would like to see some of these options implemented or if you’re not interested in them!