I currently have 15 combat ships in my high tech fleet. Any ship that is not a battleship or a battlecruiser has Safety Overrides as a built in mod, plus of course Hardened shields and/or Expanded missile Racks.
I do not see safety Overrides as a nice side-grade option on cruisers and destroyers anymore. It is an UPGRADE that boosts the ship's combat effectiveness almost two fold for the inherent fact they get twice the flux dissipation and double the speed (in the case you also install unstable injector, wich is usually what I do anyway).
Give me the name of anything that can install Safety Overrides in the vanilla game and I can realistically provide you with a setup that beats the same ship without it given he same amount of integrated hullmods and an officer with the same level.
Also take into consideration the fact Safety Overrides cuts the Peak Performance Time by a factor of three, but the new officer and charachter skills more often than not add PPT in an ADDITIVE way, completely circumventing it.
As an example, the Aurora class cruiser has a stock Peak Performance Time of 420(blaze it) seconds, or 7 minutes.
Installing safety Overrides would cut your PPT down to 140 seconds but thru the help of Hardened Subsystems, an officer with Reliability Engineering and the Crew Training Skill the ACTUAL PPT of my Aurora is 232 seconds, wich is 65% MORE.
And it does not end there, oh no. This meager 65% extra PPT is not nearly close to what you can actually get. Crew Training starts getting diminishing returns when your combat ship recovery cost goes above 180 and I have 465, I have not yet given any of my overridden ship officers the elite status of System Expertise wich would also give 30 seconds of extra PPT. So it would not be disingenuous to state that you can easily double the PPT of an overridden ship with minimal effort.
And, AND I have not even yet covered the fact an Officered , Overridden ship usually has between 90 and 100% combat readiness at the start of the battle. Do you know how long a ship with a CR that high takes to go into malfunction territory with Hardened Subsystems?
Too long for every single enemy capital to not get a surprise,Heavy blaster-and Ion Cannon based colonoscopy, I'll tell you that much.
I agree with everything Dex is proposing here, as much as it pains me to potentially hurt my oh so dear crack&cocaine addicted horde of Overridden squirrels and badgers that is my fleet.
I will even go a step further with the side effects of using SO: in addition to have long term chances of gaining Dmods when a ship is deployed and overstays its welcome with Safety Overrides on, I would also add a much more likely chance of having the SO ships take light to moderate damage after battle if they have the Hullmod installed, wich would get even higher if said ships have not retreated and have their CR degrading as the battle ends.