Had this idea when i was trying to craft something away from a trade hub.
The minerals took up alot of space, but then i noticed there are modules, like Warp Disruption Field Generator, that themselves are 50 m3, but reprocessed into minerals that took up 600 m3 of space.
Would be much simpler and less complicated if modules did not reprocess into minerals at all. That way, there is a simple path of getting minerals for crafting and transporting them around.
The minerals themselves.
No sneaky tricks with 50 m3 of modules turning into 600 m3 of minerals.
Just simple, straight forward.
You want minerals for crafting?
Get ore and refine them into minerals.
No sneaky tricks with reprocessing modules that make the game complicated, especially with the amount of modules in the game.
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Effects 1:
High sec pve loot will no longer be a source of low sec and null sec minerals.
For example, npc-dropped Warp Disruption Field Generators, and other items, drop from high sec pve, such as high level missions, and sometimes from combat anomalies.
These can be reprocssed into high, low, and null sec minerals, without ever going to low or null sec, just staying in high sec.
Making modules and other items no longer reprocess into minerals would make it harder to get low and null sec minerals from high sec.
Want low and null minerals?
Then you have to go to low and null sec.
No high sec pve drops that refine into low and null minerals.
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Effects 2:
Mining would be much more important, and might become the only source of minerals in the entire game, meaning ore and minerals will be in high demand.
Modules will no longer be a way to get minerals, so many Modules will lose demand, and be traded, bought, and sold, based off their actual use, not their minerals from reprocessing.
And mining will be the main driver of the economy and crafting, instead of crafting getting minerals from both mining and pve drops.