I honestly don't think SO needs to be nerfed too badly, the PPT hit is pretty severe from what I can see. As in I've got a fleet of Tempests and Omens lead by a Doom, all specced for maximum PPT (that Doom has like 904 PPT or something ridiculous like that), and I do run out of PPT during longer fights. In one instance I had to order a full retreat and re-engage twice before there were no more enemy combat ships left.
...Well, okay, that one instance was against like nine pirate fleets at once, +380% bonus xp, but still. I don't know if an SO-focussed fleet could have lasted long enough in that fight.
380% bonus XP, that's
Story Point Stonks right there! Do you have a pic of how much Exp you gott?
I'll argue about SO being rebalanced instead of being nerfed. There have been many threads regarding the balance (or lack thereof) of Overriding ships with story points and the ones I liked the most have been the most "transformative":
-Differenciating the effect of Safety Overrides based on the ship's technology level, with low tech getting the full buffs and debuffs and high tech/[Redacted] getting milder buffs with reduced debuffs
-Having Safety Overrides take up two integrated hullmod slots instead of one considering it pretty much IS worth two hullmods, most of the time even three (especially on frigades)
-Giving ships safety overrides the chance to take hull damage after battle if they end up consuming all their Peak Performance Time and have degrading combat readiness, maybe even a chance to have d-mods inflicted upon them the longer they stay in battle with degrading combat readiness
Personally speaking, I would explore the possibility of doing another change: I would have Safety Overrides also
increase the "CR per deployment cost" value by 25-50%, the logic behind that being the Overridden ship has gone under enormous stress during battle and needs extensive work to be immediately combat ready again after a deployment.
Example: My officered Scarabs have 94% Combat readiness, meaning they can deploy in one, two and even three successive engagements before they get under 41% Combat Readiness and would deploy with malfunctions.
The balancing mind behind this suggestion revolves around the main advantage of Safety Overrides: smashing things really fast. This also means that having enough Overridden ships in your fleet makes achieving the 100 Deployment Points of enemy losses in order to perform a "clean disengage" almost a walk in the park, as is retreating them off the battlefield. It personally feels counterintuitive for a swarm of ships with their performance pushed to their limits (and beyond) to fight like hell, retreat before they litterally start
breaking down due to stress of both ship and crew but then re-engage only having suffered the standard Combat readiness losses.