Honest question: doesn't this just boil down to "system not useful when in hopeless situation"?
I guess it's somewhat in the eye of the beholder
A really good System should be the difference between "hopeless" and "a smallish chance, if you make good choices".
Given the name, I was expecting it to be more useful as a defensive tool, not as a tricky way to boost burst DPS. The name, the way it looks, all suggest you're about to get a really nifty defense, but used that way, given what it does, it is pretty much a last resort, hope-the-cavalry-arrives sort of thing. It doesn't really work like you'd expect, and, as Thaago pointed out, you need to stack for it to really reap the benefits.
If the intended use case was always to be a micro-heavy Flux management tool, not just a burst-damage soak, why not drop the shields and allow it to shave away Hard Flux without Venting? I haven't tried it that way, I guess I'll see if that works.
But, tbh, I've never seen the AI really get a lot of mileage out of this System in Campaign situations; I've seen the AI put up Fortress Shields at the start of battles, when there's nothing anywhere near it, and put it up when approaching the enemy but it's not carrying any Flux, but it doesn't seem to use it in the sin-like way that you'd really need to get maximum efficiency from Hard / Soft Flux tradeoff.
Wait, are you basing your assessment of the fortress shield based on the balance in your mod?
The mod just makes things a lot more acute, because there's no "pause" or "slowdown" when everybody's hitting the soft-flux wall; ships can and do hit the wall, but it's a lot rarer and much more about whether a ship's built around burst DPS via certain weapons vs. continual DPS than in Vanilla.
That said, I saw these issues in Vanilla, but I hadn't gotten around to tweaking this System, so I was thinking about why I felt like it didn't work for me in Vanilla and why it's extra-broken now that I've made big changes