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.
Why not? *All* ships are capable of doubling their flux dissipation -- when they're actively venting. Just that normally, active venting disables shield and weapons, whereas SO means the ship is able to use its shield and weapons while actively venting.
From a practical perspective, it's also difficult to get actual double flux dissipation due to the high cost of SO. There simply isn't enough OP left over in most cases. And most SO builds pretty much require Hardened Subsystems, which is an additional OP cost (or takes up one of the s-mod slots, which is effectively OP cost). For example, my SO Aurora (with spoilery weapons) ends up with 15400 flux capacity and 2100 dissipation, due to limited remaining OP; but without SO, it would have 16200 flux capacity and 1450 dissipation, so SO really just means 45% more dissipation. Even if I put all remaining OP to dissipation, it would only have 2320 dissipation (60% more dissipation), but at the cost of about 19% of its flux capacity.
Additionally, in practical play, without SO, my gameplay strategy is usually to run up my flux bar killing a ship, then vent as I move on to the next target, thus resetting my flux bar. (So yes, I use very over-fluxed builds.) Thus my average flux dissipation is somewhere between regular and double dissipation. So SO meaning double flux dissipation again doesn't mean double flux dissipation in practice.
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.
The point however is that while on the whole, bigger ship means more flux dissipation, there is nothing odd about a particular smaller ship having more dissipation than a larger ship size. The spread of dissipation within a ship size is much bigger than the increase from moving a ship size up.
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.
If you're at the point in the game where fights are trivial and you don't care about supplies, then all this discussion about frigates, SO, balance, etc. is really sort of moot anyway. Might as well as just roll in with a dozen Paragons and not have to worry about any of this stuff.
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.
Short range means you expose yourself to greater enemy fire, meaning you start off with some flux buildup before you do any damage, and meaning it's harder to pull out of a fight (i.e. you're going to be taking damage while you're disengaging), so you need to leave a reserve margin after you stop doing damage. Short range also means you yourself can't snipe a retreating target trying to take cover behind enemy ships (without exposing yourself to additional danger) and it means it's easier for you to get flanked by enemy ships. It's stupid to *want* to fight short range -- whenever possible you should only get as close as you need to for your weapons -- rather short range is a *forced* limitation on SO ships, so that they're forced to take additional risks to make it worthwhile, and with much more time pressure than normal. That's what makes it an interesting tradeoff to make.
Could you send it to me? Thanks.
Sure, how do I sent it? I don't use google files or whatever.
You don't even need omega weapons. 4 AMB, 2 Ion Pulser Doom is probably enough to defeat everything in the game.
Yes, but if it's worth doing, it's worth overdoing

In my case, it's to do as much damage as I can in as little time as possible, preferably during the unphase delay, then re-phase as soon as I can to not take damage. So without spoilery weapons I use 8 AMB on my Doom. However, its short range (and inability to fire through allies plus lack of targeting) means it's a bit harder to position myself, and I sometimes get too close and get hit myself from when the Radiants explode, etc. 8 AMB is enough to kill Brilliants in one volley by the way when aimed right; but spoilery weapons gives me more flexibility to take on smaller targets as well without such a long cooldown.
Anyway, yeah, post your station killing frigate fleet.
(To return this thread to somewhat on-topic...)
I still don't see how frigates are supposed to be too buff in 0.95a, when testing against my "test" [REDACTED] fleet. Even Tempests put out middling amounts of damage, which may be in the ballpark of larger ships like Auroras and Champions on a per-DP basis, but they can't tank and die more frequently. They don't have the persistence to control the battle and basically are just there for harassment and chasing down enemy frigates (and sometimes destroyers). Thus far the only frigate that's worthwhile is non-SO Hyperion, because Elite Helmsmanship means it can still teleport away, so that it can harass but is "slippery" enough to get away when needed. (It also really does have the flux stats of a cruiser, which helps with its damage output and persistence.) This is while using Wolfpack Tactics which means the fleet doesn't benefit from Coordinated Maneuvers, which is a lot more helpful at keeping a battle under control. So it's useful to have a couple of Hyperions, but it's still better for the rest of the fleet to be something else.