The EMP Emitter is useful, but the way it works now makes a lot more sense on an Omen than the Shade. The Shade will usually have to phase to keep from dying at some point during its activation while the Omen can keep its defenses up all the time. It would be nice if the EMP Emitter were equally useful on both platforms, so I have some suggestions to fix that.
I feel like you could make the cooldown for the EMP Emitter variable depending on how long it was active before being forced off and only generate flux per lightning bolt fired or for how long it's active, not simply for activating the system. Longer periods of activation would lead to a longer cooldown. You could choose to make it inoperable until the cooldown is over or not. Pressing 'f' would turn the system on as usual, but it should also be able to be deactivated with 'f' to be fair to the Omen. Alternatively, you could make it build up charges, but it would still have to generate flux per lightning bolt to be completely fair. I prefer the former option, since it keeps it closer to how it's currently implemented.
This would let the Shade duck in and out of phase to fire its EMP when it's opportune to do so. The way it is now, it bears the full flux cost of activating the system upfront, usually only gets a few shots before it has to phase, then has to wait for the cooldown to finish before firing again. This would make it about as useful on the Shade as it is on the Omen.