I'll see what I can do about it, it's inside my scripts (partially).
Awesome! And I can agree with you that the mod's a bit of a jumble. I'm not a modder (or coder), no, but I picked through it as best I could and simply could
not figure out how the mod worked! Something told me the mod could've been a lot simpler.
It'd be really exciting if Starsector ran, at a base level, on some sort of procedural generation code that automatically fitted ships according to maximum OP, flux/second concerns, kinetic/HE/PD balance, and so on, at varying degrees of competence to create a realistic variety of ships; some functioning in perfect harmony (combos like heavy maulers+light needlers) to sub-optimal or outright desperate/whacky loadouts (which would hopefully be rare, but you'd still see it occasionally).
I just love the variants mod because it creates a ton of new gameplay, especially early game, which I otherwise feel like skipping by cheating in credits to gather a fleet. There are tons of different loadouts and some of them are actually dangerous to your ship, unlike the few vanilla variants. The Lasher's a perfect example; a lot of the new variants are actually quite deadly, as opposed to the vanilla ones which are very tame. In particular I can think of the one that has two dual light ACs and three assault guns. That thing can hug you with its nipples, turn on accelerated ammo feeder and
obliterate everything.Sorry, I'm gushing.