Welcome!
To keep this kind of summary so as to not get lost in the weeds, there are several different types of fits that require different priorities.
A PVE(missioning) fit is mostly about doing an activity for a sustained period of time. Cap stability is a factor when building a mission/site boat(but not paramount, will touch on later, and other people have as well).
A solo or small gang PVP fit is usually about getting as much performance as you can out of your ship for a short period of time, usually a few minutes. Usually these fits absolutely depend on consuming cap boosters almost as fast as they can.
A âfleetâ PVP fit tends to strike a balance between the two. Large PVP engagements can go on for very long periods of time, but usually within those your ship is only ever required to use max capacitor for short periods of time, with a sustainable level of cap usage occupying the rest of the engagement.
And then there are some other fits in there that donât exactly fit in any of those general categories, such as hacking or mining vessels which may go LONG periods of time without having to use a ton of their capacitor, or have long periods of low usage, and then have very short periods where they have to use A LOT of capacitor to survive, before returning back to low usage.
I donât see any kills or losses for you on zkill, so Iâm going to assume this was in regards to PVE, and probably more towards mission/sites, as that tends to be where this conversation usually goes. So, generally, when Iâve been working with newbros in the past - and from my own newbro days - learning how to make functional, cap stable fits, to start is what Iâd recommend. This ensures that most missions wonât be able to cap you out(excepting neut pressure from mission rats as mentioned above), and allows you to pay more attention to learning the mission and seeing if your reps are holding rather than trying to learn the mission/site, managing your reps, and then suddenly your cap isnât recovering because youâre well below peak recharge. Once youâve got that down and are comfortable with the missions/sites youâre running, cap stability is far less important. You may know that thereâs one section of a site that pressures your ship, but the rest is fairly easy. Learning that, you may also know then that you can afford to trade a little bit of stability for a bit more damage to get through the mission/site faster, and then just have to manage your ship for that one section.
I used to, way, way back when, run a non-stable HAM-Tengu for L4âs in HS. It was the old dual small shield booster fit that several of the peeps around here will remember being a thing. For most of those missions, I only ever had to run one of the small boosters and the AB because the Tengu sig tanked a lot of the damage. For those few sections where I had to run the other rep, I could either run it long enough to get through the burst of damage, or else run it long enough to AB back out of the pressure and chew down a few more ships of damage. After the marauder rebalance, my vargur was very cap unstable. The reason for that being that with the resist and repair of the vargur, I only had to pulse my shield booster once every 30 seconds or so. I was absolutely NOT running my ship anywhere near as aggressively as the fitting tool assumes, so had no problem keeping capacitor. Not spending nearly so much of my fits on either of these ships toward cap stability allows for more damage or application modules, which helps chew through missions faster, which means more LP, and the cycle continues.
But Iâd never suggest to START with a badly cap imbalanced ship for PVE, until you have an idea of what ships can handle/not handle. Running cap stable might make you warp out a couple times to recover, but it at least usually lets you save the ship.
Now, ALL that goes out the window if you jump into a PVP fit where the priority is on performance/capability and not stability. Nom cap boosters for most of those, with some exceptions like logistics.