... 100% optimal for high-armored ships. Same goes for a support fighter that repairs: what prevents a ship from adding Converted Hangars and adding it to repair itself?
That's assumption is 100% dependent on how fast they repair. If it takes 60 seconds for 10 theoretical armor repair fighters to repair 500 armor, then is it still optimal? If you said yes, then what about 50 armor? There's a point in there that it becomes suboptimal, and it's just about finding the right balance. And there's also OP cost to consider. 30 op could make someone think twice.
Yes, a converted hanger will add the opportunity to save itself... Until they get swatted down, because they are fighters. Then it's dead weight until they relaunch. There are really a lot of knobs to turn like repawn time that can balance it.
It would also be near useless for middle-to-low armored craft for the same reasons Alex axed the original elite effect of Damage Control. ... a regenerating armor skill, hullmod, or fighter would really only be worth it on ships planning on armor tanking.
Shunt itself is in that position, being near useless for middle to low armored craft. I personally don't feel the need to have every hullmod be a benefit for every ship. lieutenant and player skills are another matter, given how invested you become and their ability to jump from ship to ship.
an Onslaught putting its shield up to block all shots is an incredibly inefficient way of using its flux capacity. Yes, the resource may be infinite long-term but not in the frame of battle. Take a Heavy Needler volley: it does 3000 hard flux damage to an Onslaught's shields (~18% of total capacity) but only 112.5 damage to armor. Even less if you have Polarized Armor or Impact Mitigation. Yet, in the name of "but the shield is renewable and armor is not", some folks would prefer the Onslaught take the hit on shields despite it being over 25x more flux efficient to let the armor do its job.
It's almost always worth it, even for the Onslaught, to let damage go to shields when flux level is not a hinderance to shooting or in danger of overload. Even a simple rule like below 50% always keep it on can accomplish that. Why take any damage at all when it can be avoided?
The counter argument is that taking hits on armor is death by a thousand paper cuts, and that's 100% true. But...at least they're paper cuts. Meanwhile, the Onslaught is going full bore with a sledgehammer to its opponent.
I'd contend, the current shunt 30% bonus, a well balanced opponent will 100-0 kill a well spec'd shunted Onslaught faster than a well spec'd non-shunted onslaught with no flux and shields up. My impression is that 30% is not enough.
Which is why I suggested the fighters repairing armor thing. You can have another ship providing the recovery while the fighting happening, but it costs the use of the at ship. And shutting down fighters is very easy to do.
I had another idea for a Shield Shunt replacement. Re-theme it to be "Shield shunt redirects the shield to inside the ship". No outward shields, but before hull damage is applied, it's applied to your shields while below x% flux (turned off during overfluxed) x% being something like 50 or 75%.
The concept is that it changes the damage path from shield->armor->hull into armor->shield->hull. No outward shields is an a boon as it's a smaller target. But the primary reason to do this is that armor reduction is done first before applying to shields. at the cost of shield capacity, as only x% of flux can be used for the shield.
Not sure how I feel, but it still has shields so it still can participate in the war of attrition, though in a weakened state as you participate in that war after armor becomes stripped instead of before. Probably should throw something extra in like armor damage is reduced by y%, or keep the 30% armor bonus from before.