Good idea, I'll take a look.
Awesome, thanks.
While we're on the topic of the HEF, though, I'd also like a hull mod that disables the ship system; while there are some armaments (tachyon lance, HIL, and maybe graviton beams) where the current AI behavior (activate HEF if nothing's currently attacking me) makes sense, this fails magnificently if you mount shorter range weaponry.
For example, consider one of my standard Sunder layouts: three phase beams, extended shields, auxiliary thrusters, advanced optics, some other random stuff that's not important (mostly vents and capacitors). Now, run a sample battle against two lashers.
Under player control, here's how it goes: I charge forwards, put up shields after I hit max speed, coast. Get flanked. Spin around and fry the lasher that came in from behind and was thus in range. Spin back around and fry the other lasher since it closed when I turned my back on it. Battle over; I'm fairly high on hard flux, but took no damage to armor or hull.
Under AI control, however... Charge forward with HEF active. Get flanked. Deactivate HEF, start to bring up shields, get a half-dozen harpoons up its tailpipe while shields are still coming up. Battle over; flawless victory for the lashers.
Now, I can kinda fix this by finding enough ordnance points to install omni shields... but that's very expensive, and I'd much rather use those ordnance points on other things and just tell the AI to not use the HEF, ever. ...Well, ok, I'd
really rather the AI was smarter about using the HEF appropriately, adjusting for things like "Do I outrange my opponents?" and "How fast can I get shields up if something tries to flank me?", and maybe even keeping the HEF off until it actually wants to start firing.