Nope I’m perfectly happy with cyno’s the way they are. My problem is with the lack of counterplay involved with covert cloaks specifically. As well as local, passive mining/ratting, passive gameplay in general tbh.
Cyno’s have to hold still once lit and take perpetration on behalf of a team (or well prepared player) to actually make use of it. So nope, no problem at all.
Normal cloaks require you to stay on a single grid with many reduced stats. These are defensive in nature, or can be used to spring traps, but they themselves come with many aspects that render the host ship gimped.
Covert cloaks and the hulls that use them, remove such penalties as well as targeting delay making them designed for hunting purposes. They have no fuel cost, they have no capacitor cost, no way of detecting or disabling outside of a gatecamp if you can mange the decloak, nor do they have any drawbacks to fitting them in any way. No reasonable person can’t see how going from one cloak to the other doesn’t seem unbalanced in any way. Even if you don’t take issue with cloaky camping itself, you should agree more should be expected on the side of the cloaked ship in exchange for this power and maneuverability.
Anyway, I never said the tools CCP gives us should be limited to single uses. I am saying that each of those uses need to be taken into account when it comes to balance and opportunities for counter play. I was just pointing out that their initial intention was for entirely offensive gameplay, which is why at the start they should have included a counterplay mechanic - at the time cloak specific probes would have been fine. Things have evolved since then that such an option would work, but would destroy other aspects they themselves have created which is undesirable. But that doesn’t mean other options can’t be created to deal with the problem directly while leaving other aspects relatively unharmed.