BRF turned out to be too much of a no-brainer IMO.
seconding the shield shunt question in particular - it wasn't particularly good at 25% (although i get why building in was blocked), why nerf it to 15%?
Mainly because it had the possibility of being too good, and the problem with something like this - which cuts a lot of gameplay out of the game by making a ship which is fairly one-dimensional to pilot - is if it's too strong, it really damages the game. I'll keep an eye on it, though.
And, yeah, the "can't s-mod it" change is because the main reason you'd want to is so you can remove makeshift shield generator afterwards and keep it. It's otherwise too cheap to want to s-mod it in so it shouldn't have much of an effect otherwise.
Why the HSA changes?
Because, frankly, I think HSA was a bad idea in the first place and it's a tough one to work with. Some beam weapons are in a place where if you turn them into hard flux dealers without a penalty, the become absolute monsters. The Phase Lance, for example - HSA + Phase Lance basically makes Heavy Blasters entirely obsolete. Reducing range is just about the only way to generically (that is, not on a per-weapon basis) adjust it so that it doesn't end up making a bunch of other stuff useless, and it's far better for it to be extremely situational than it is for it to be too good and therefore the only good choice in many situations.
Why the breach srm changes? they didnt feel op at all
I think combined with some other things that can easily be. Regardless, this isn't actually much of a change (in particular since their damage is not reduced by armor, so the reduction is no more than it is on paper) and still a significant buff from 0.95a.
Feel like a better way to do that would have been to have it simply such that makeshift shield generator and shield shunt cannot be installed at the same time
(Also a possible option! Wouldn't cover some kind of modded shield generator, potentially, but still. I don't think it matters too much one way or another, though.)
About Shield shunt: imo it should give 25%, as it was, and cost 0 OP. It looked like finally good enough in theory, but i used it 70% of my playthrough with every damn armor buff we have in this game, and it was kinda meh... And when i removed it and added hardened shileds and Filed modulation the game became 400% easier.
(I appreciate the feedback, truly.)