Thoughts?
Giving different bonuses to low tech/midline/high tech seems like it could cause a few problems. For one most skins aren't listed as any of those, they're listed by whatever faction made them. One could try going off of the base hull, but I don't believe that modded ships necessarily even shows ingame if the base hull itself is listed as being faction tech. And some ships don't even appear in the codex at all, so that could be a bother. Not to mention that this would close off the possibility of skins being a different style than the base hull, like the Buffalo (TT) is supposed to be (not that I think anyone cares about putting Shield Shunt on any Buffalo, but...).
Shield Shunt definitely does need a boost in order to not look like a complete waste of a hullmod, mind. My suggestion would simply be either a size-based bonus to flux capacity/vents (I guess capacity since SO already skyrockets vents and being able to double up on that might be horrifically broken? Than again the combo of +capacity and +vents might also be kinda busted...) or make the hullmod give some OP instead of costing OP to make your ship worse. An Onslaught can still make good use of it's shield just to catch the odd Reaper that gets through PD, Shield Shunt was added more for the AI than the player.
That is an issue I considered, but then I (maybe foolishly) thought that -as with most new Starsector mechanics- modders creating their own ships, factions, weapons and skins usually decide to develop their own (
most of the time organic and balanced) interpretation to follow the new balance the vanilla game shifts towards.
I, for example, fully expect most ships belonging to Hazard Mining Incorporated to have a low-tech denomination when it comes to apply the Shield Shunt Buffs, (that is if they even come with shields in the first place), most ships belonging to the Mayasuran Navy to be Midline when applying
No Shield Best Shield and ships from Shadowyards Reconstruction Autority to be considered "high tech" when it comes to installing
the Shunty boi.
I see you've also thought about taking a page from
Ill Advised Modifications (from Vayra's mods, I think?) and add more OP to a ship (based on class size, of course) at the cost of a malus, in this case not having a shield system anymore. It could work aswell, I got no counter-argument about it.
I wouldn't see an issue with Shield Shunt, Overridden ships (after the flux dissipation increase overhaul). First things first, it negates a few viable long range build using shield shunt (Double gauss Dominator anyone?); secondly, if a particular ships becomes absolutely broken and starts murdering everything
despite having no shield system and only 450u range on all weapons, then the balance issue lies within the ship itself, not the changes.
Shield Shunt definetly feels (to me) like an alternate way to make a ship effective, making the AI's job easier by eliminating the hassle of having the Hard Flux Mechanic entirely is a nice side effect and nothing more.
AI control of ships has already got a whole lot better even when compared to just 0.91, having hullmods with their main use only revolving around making stupid AI behaviour less stupid is a surefire way to have them become useless appendices to the hullmod roster in the (near, maybe not so near) future.