Question - why is it more difficult to make larger capacitors stable?

You are completely wrong.
The capacitor is not a power plant. It’s a capacitor, that is more like … well the capacitors, chemical batteries, inertial wheel, PSH that you use to be sure you have a usable power available.

Your capacitor is wired to an infinite-energy source (I think it’s the PEG ?) . However, having infinite energy sources and using infinite energy source are two very different things. The laws of thermodynamics say that you can’t move energy (or use energy) without generating heat : work( that is, oriented energy transfer) is only a by-product of entropy increase(that is, heat spreading). (IRL that means that usable energy is only a by-product of pollution.) You can not generated an infinite amount of work, without having an infinite amount of heat.

Now, we know that a ship contains another source of energy that allows it to keep working even at 0 cap energy. This source of energy is also used to bootstrap the capacitor : you need energy to bring energy from the PEG to the cap. So the more energy in the cap, the more power you can extract from the PEG. However, since there are issues of dissipation, the maximum charge rate of the capacitor is also limited.
Also, the more charged a capacitor is, the more tension you need to charge it, therefore the slower it becomes charged. Typically, once you reach the maximum charge rate of the capacitor, the charge rate can only decrease. That’s why you have a peak at 25% .

So, CCP decided that it was faster to compute the charge rate, from simple numbers : the charge of the capacitor, the max charge of the capacitor, and the recharge time. This is a simplification of how real capacitors works ; this is correct, up to the point where modules ig can only impact the time to charge the capacitor, or the max charge, and thus have an impact on the cap stability of the ship.

In reality, each cap battery should provide a fixed increase in capacity, and max power (peak power). In the game, since the max power is deduced from the capacity and the recharge time ( peak = capacity * 2.5 / recharge_time), this makes no sense at all.

To fix this, CCP should

  1. replace the recharge_time attribute with a peak_capacity for each ship,
  2. make modules, skills, rigs, implants, boosters that decrease the recharge_time, increase peak_capacity instead
  3. make modules and rig that add a flat cap also increase the peak recharge by a flat value.

Then, do the same for shields.