it also improves all damage effectiveness against hull, and is essentially a direct nerf to ships with heavy armor
Yes but by different amounts. Weapons with high led hit strength are effected less.
EG. Lets say we have a weapon with 100 hit strength vs 87.5 min armor/50 min armor and then compare to a weapon with 25 hit strength.
The 100 hit strength weapon gains 187.5/150 dmg for a 25% increase. The 25 dmg hit strength gains 112.5/75. A 50% boost! The assault Chaingun is barely effected, a 16% increase. It would be trivial to set a break point and boost hull to keep weapons at a certain penetration equal for armored ships.
Frag weapons almost universally have the lowest hit strength of weapons in the game.
Its why min armor was introduced, because it disproportionately effected frag weapons with their low hit strength. The problem was that Vulcans killed ships hilariously fast once armor was cracked. Even kinetic weapons tend to have higher hit strengths vs hull. The weakest non PD kinetic hit strength is 25. With the majority being over 50. The strongest frag hit strength is 50. The lowest HE hit strength is 80. (AChaingun? 180. Heavy mortar? 220. Heavy Mauler? 400
All a flat hull armor does is temper that effect a bit
The second one about making them deal 50% dmg to shields and armor but 200% to hull seems decent actually. Would make them easier to understand for new players. But doing that and reducing damage changes nothing tho, you'll be just back at square one having to rebalance all frag weapons as a bonus. So in the end I don't know if this is worth it since you don't gain much from it.
Yes The idea there was entirely contextual the point was to get back to square one on damage (right now its 1,.25,.25. So if you halved damage and doubled the modifiers it would read just like kinetic/HE weapon but perform exactly the same as it does now)
That is why it was an aside