One of the big points of TSA ships is that they have unusually low vents but fairly high capacitance, which is done deliberately so players can get better use out of the Flux Sink systems.
I feel like this doesnt end up playing out as well as youd like, because of one silly thing: "at 100% capacity ballistic RoF and flux dissipation are both increased by up to 250% of their normal rate!"
This is to say, at 100% flux (assuming you can shoot your guns at 100% flux without dropping to 99% flux first), the ship can fire one gun continuously. If you turn on the ship mod, the ship can fire one gun continuously.. It just shoots 3 times as fast. Sure, this is more dps, but it doesnt feel super great. It sorta works right now, but only because the cascade autocannons have a fixed fire rate governed by their reload speed, letting the extra flux recharge be used for other guns.
Also, this means that the ships are much better with a higher amount of vents, not a higher amount of capacity. A higher capacity just lets them lose less 'power bar' over time, but given the absurd levels of flux expenditure (read: cascade autofluxmaxers) they dont really hvae problems getting to high flux when they need it.
Consider maybe a couple of things - The active could stand to reduce flux by a measure of current flux, or possibly max flux over the duration. Thatd make the ability use let you get a short duration massive flux sink to let you cycle guns faster. Disconnecting it from flux recharge means it can be much stronger than suggesting people put more vents on the ships.
Possibly though, the active could massively reduce flux cost to shoot guns (while still increasing flux dissipation?). The idea of either of these is that you probably dont need the ship to be able to shoot its guns faster, but instead be able to do their top dps for a time regardless of flux.
Im not sure what the precise intent is with the power bar analogy, but some combination of the above could mean that after the ability runs out, the ship is in a much lesser power state (due to massive flux dissipation zeroing its flux) than it started.
As a note, most of these ideas are over breakfast thoughts, I havent had the time to go play with anything yet. I will say though I am not a fan of spin up cascade autocannon, because it only manages to further increase the problem hades cannons face.. (or I mean I could get better at hold fire options.. Actually, I should play with my keybinds. I should set up the 'toggle autofire <weapon group>' to be easier to press, that might help).
As for the other things - Yeah, I wasnt thinking about it, but a small mount there fits much better than a medium mount due to the way stock starfarer has missiles. It feels a bit awkward to have two of them, but probably fine. Im not really sure what you want the electra to do then, it could probably stand to be like an actual mortar type weapon, but itd have to lose the proximity detonation before id consider it balanced I think. And when did they remove the flux to energy damage? Ill hvae to go see what happened there, I miss my antimatter blasters already.