Should be stripped as you have no proficiency in using it anyway... would just only take space otherwise.
This has never made any sense to me, other than the hand-waving answer of "it's necessary for balance purposes".
If I buy a car that contains a modified engine that gives it 50 more horse-power, it's there whether or not I know it's there or how it works.
If I steal a car that has that same motor, it's still there.
The modification should be there, period, until it's removed. Whether or not players can remove it or put it back into the ship, however, requires having the knowledge of how it works. I can't remove the modifications to a car's engine- I'm not a mechanic. Nor can I install it.
But I should have it if I buy it or steal it or capture it. It's just common sense. Anything other than that is, like I said, just hand-waving about game-design necessity, and in this game setting, it's really hard to buy into.
Then again, the whole idea that I can't just take my "car" and have somebody with the requisite skills upgrade it for me is also pretty hard to swallow. There are no mechanics in the Sector?
But if I can do it, I can do it for free, somehow, which is also not reality. Anybody who's fixed anything on a car or their PC knows it's not free. The cost in Supplies and time isn't sufficient; it abstracts things a bit too much.
I really would prefer Supplies to be split to Supplies and Spares, personally, so that Supplies feed my crew, Spares fix things and allow for modifications by my engineers or mechanics at a star base.
One of these things would be high-bulk, low-expense, the other inverse. If I want to save some money, I need time, engineers with the know-how, and Spares. If I want to save time, I should shell out money at a starbase to have the local mechanics buy the necessary parts and install them.
How it works right now is pretty obviously placeholder, though, so I haven't spoken up about it until now.
But, since I'm saying stuff... it's just not how things work in the real world, and it breaks my immersion in the setting. I shouldn't have to imagine myself as a Renaissance Man/Woman, able to be a heroic pilot, commander, logistics expert
and I'm also an expert mechanic
and I'm also an expert at archeotechnology
and I'm also some sort of engineer able to somehow(!) modify complex systems like a complex starship in a significant way.
It's all a bit too silly. I can't wait until we finally have the other Captains and can finally phase this stuff out of the alpha by farming out the specializations and spreading the character loads, Mount and Blade style, tbh. Their Companion system made a lot of sense out of these sorts of situations.