That’s an oddly specific example. You can clearly understand the limitations inherent in putting a similar module on a structure vs a ship.
Also, since we’re being specific, half of those attributes aren’t even something that one ship can modify on another. So no current roles for those.
Also, restricting a specific mechanic to a specific class of ships simply because “it’s gonna take over its role” is fairly narrow-minded when you consider how many different roles and abilities have been passed on to different ships with different purposes.
Balance health aside, adding more than a single option to do a task in different ways and combinations is exactly the kind of flavor that makes ships interesting.
I geuss that depends on your view. POSes have been having effects on combat since basically the beginning. Probably one of the key factors in bringing dreads into the game. An actively gunned and properly designed POS was already fairly strong at determining an engagement in some circumstances.
I would say it’s more important that the effects from a structure have some kind of counterplay or influence on how the battle plays out. That was probably one of the more important parts of POS mechanics; being able to shoot the modules was the most common method of counterplay involved.
After all, actively gunning a structure is a very familiar activity to anyone who’s ever flown a ship before.
That’s never been the case with POSes. I don’t see why any ship (or more accurately, any player) needs to have a perfectly safe perch to shoot from. It’s why fighters and carriers are such a sore spot for many, including myself.
That argument also kinda works in reverse. If a group want to assault a citadel, it should be within range of it. And before you mention anything else, I’m aware of how terribly skewed combat against capitals is on citadels. That’s what needs to be changed.
You can lock, you can’t scram that far, and that neut is pretty deep in falloff. Hell, even with current citadels, lightly tanked sniping doctrines are fairly effective against citadels. That being said it takes some decent skill to not get chewed up by a subcap fleet.