Lately, I have been trying this plus armor bonuses on midline and high-tech ships. Ships with less armor and more inefficient weapons.
What is fun about it is AI does not need to worry about shields, and flux neutrality is only a minor consideration (because they cannot overload when they have no shield). The ship can more easily support more guns longer, and there is not much downside for reaching max flux. Player is not so pressured to get maximum vents to make it easier for autofire or the AI to control its flux.
For example. I put the hullmods Shield Shunt, Heavy Armor, Resistant Flux Conduits, and Armored Turret Mounts (and ITU) on Fury, mount two Heavy Blasters, Proximity Charge Launcher, one Ion Cannon, and every other mount filled with burst PD. Remaining OP goes into vents, if any. The Fury charges ahead, unloads blasters on a destroyer or Falcon, and kills them. If I used a more conventional loadout with shields, and tried to one-on-one with Falcon, Fury would probably die because it would eventually cower and let the Falcon outrange and kill it. Without shields, Fury did not run away and unloads double blasters on the Falcon and kills it.
With Aurora, I could get away with three heavy blasters and multiple Ion Cannons. With my fleet commander with a bunch of elite skills on autopilot, it could (barely) beat three SIM Dominators. Not as effective as Dominator or as cheaply as Rampart with alpha core, but at least it did the job.
I tried Paragon without shields, and I configure for all-out offense on the large and medium energy mounts. Four plasma cannons and four heavy blasters (or two heavy blasters and two phase lances with Adv.Optics). Universals are dual flak and smalls are burst pd. (Got to have some PD when ship has no shields.) Despite no fortress shield (because it has no shield), it is fun watching paragon pillbox and unload disgusting amounts of long-range gunfire without worrying about fortress shield getting in the way. With traditional Paragon with shields, I would not dare four plasma cannons unless I had elite Energy Mastery, Flux Regulations, Ordnance Expert, and every other dissipation buff available. With shield forsaken for extra armor and guns, four plasma plus blasters was feasible, and if somehow sustained long enough to max flux, no big deal, it felt like using a much stronger autopulse that ran out of charges.
Odyssey is another fun one, with plasma cannons or tachyon lances, IPDAI IR pulse lasers, lots of missiles, and Xyphos or Mining Pods. AI charges in like a maniac and slugs it out like a battleship.
Shield Shunt does not help every ship - those that cannot get sufficient PD or enough additional firepower. I tried it with Shrike, but I could not put significantly more firepower or PD on it, and the result was one dead ship. Tried it on Falcon and Eagle. They took some more hits and I could use three phase lances on Eagle without problems using them, but it was not enough. They died in fights that other ships (Dominator, Aurora, Rampart) could win.
Wolf was kind of interesting. AI Wolf could duel one-on-one against other frigates more easily. It still died, but at least it did more damage because it kept trying to dodge while maintaining attack range and attack more instead of running away or overload and die anyway because the other frigate popped it with ballistics.
So far, I have only played around with unlikely Shield Shunt ships in the sim. I do not know if it works well enough against human bounties, let alone Ordos.
Shield Shunt seems like an alternative Safety Override. A way to add more guns and see how much damage it can do before it dies.
I kind of wish Shield Shunt did more than add 15% armor. If no more combat buffs, at least something to mitigate death like Rugged Construction or various Industry skills do, even if only to a lesser extent.