It's more productive to say "it doesn't work out and here are my reasons why".
I just did, and also previously in the thread.
In this case I understand the idea behind SO fine - let ships do something powerful and cool while balancing with time and fitting limitations. The issue is it's too powerful and undermines ship classes and roles, doesn't make any sense from a conceptual standpoint (suddenly having power capabilities exceeding that of larger ship classes from 'overridden safeties'), and the drawbacks are uninteresting in that they either don't come into play at all or it's a no-brainer to approximate optimal usage.
It changes ship classes/roles, but doesn't undermine them -- it's effectively a new role. An SO Aurora does not play the same as a non-SO Aurora. Conceptually there's no reason why the next class up needs to have more than double the power capabilities (i.e. why SO can't mean a ship has more power than the next class up); in fact a Sunder (destroyer) has 500 base dissipation, the same as a Legion (capital), even though the Legion is two sizes up. So there is plenty of variation in power capabilities even before SO. Not sure how you can say the drawbacks don't come into play at all or are no-brainers; other than trivial fights, running out of PPT is always a concern, forcing the player to take more risk and be more aggressive (and means switching out of SO once the lack of PPT means more supplies needed to recover), and the short weapon range means the player has to create opportunities and gauge potential enemy fire a lot more effectively.
There is a both a conceptual and balance issue with a hullmod doubling flux dissipation. For the former it doesn't make sense that 'overriding safeties' should accomplish anything like this. Gameplay-wise it is an overpowering (and overpowered) effect.
Yes it's a new role - a run up and smash things with your overpowered hullmod role
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Sunder v Legion is not really a good example for the claim that flux dissipation varies unpredictably in relation to ship classes / size. One is a (missile-heavy) carrier, the other is a specialist ship specifically built to be a glass cannon and leverage an oversized, flux-hungry energy mount. On the whole, bigger ship bigger power.
Most fights are trivial (and many can be rendered so by SO). Having to swap out for some minor end-game content doesn't really affect the dynamic afaics, particularly because it takes no particular insight to do so.
More supplies is kind of moot given the extremely low difficulty of the economic side of the game. I play with Ruthless Sector (very good) and even then I couldn't care less about maintenance outside the very early game. That's not a combat drawback.
Re PPT as I argued previously it doesn't seem very interesting because
while it lasts there is no drawback to having SO active and the ship is overpowered during this period, and it's quite easy to know when it's not going to last or when to switch out SO ships. It's just personal preference, I like ships to behave somewhat predictably i.e. within a reasonable range for the kind of ship they are, and then you can differentiate with interesting modifications, without having the option to suddenly change the ship into one
much stronger without any kind of real explanation of why this can be done and (for me) undermining the game's careful and interesting balance with weapons, flux capacity etc.
Re range - again, as mentioned previously, range limitations on SO is kind of a joke since what you want to be doing with a SO ship is get right in the enemies' face anyway.