I take this idea from an old mod called evolution in light of cannons brilliant technerf hooks.
now with "pimpymyship" certain in game bases and facilities could be made special along the lines of THIS BRILLIANT IDEA using raw materials to produce components for player base production will make thier full benefit even moreso.
Anyway.. As we have it the if this then> values or the if this then that (or else) type arguments shouldent be too hard to make the technerf more modular and interactive with the basic player.
"well what do you mean huggie. you never make sence also could you bless my dog from demonic possession?"
Along with armor buffs, Evolutions had, shield, thruster, cd insulation (reduction of disruption time), and most importantly (and here the most valueable) Weapon energy buffing equipment.
So in scenario A.
A wealthy pilot has acquired a piece of technology with a significant nerf. (like a liberty gunboat or something with permission or maybe not from liberty who cares how he got the damn thing) however with a secondary weapon capacitor or a "A <insert technical de nerfing name for device>" purchased from a player base owner for an exsorbent price. DE NERFS his powercore by anywhere from 10-30% depending on the equipment.
I suggest the Mk 1 gives a 10% boost to powercore and a 5% increase up to mark 5 to 30% increase to counteract the nerf.
It wont counteract some nerfs and yes perfectly ok ships can use it to buff thier powercore (like capships) but again this componant will take precious cargo space to utilise AND could be lost upon destruction.
Infact any powerbuffing equipment I would say should have an almost unsalvageable rate of loss because of thier exspence and ability to de nerf the nerf.
If not then these pieces of equipment should be even more tedious to construct and be as expensive if not more so then cap armor, though the factor of possible loss should be considered when creating the "crafting kit" to make it. I.e. not just 50,000 super conductors but trips all over the map to create the industrial parts needed to make these dynamos, capacitors, secondary generators, and what have you.
More Additional Auxiliary components.
Additional shield capacitors/generators and some more exotic modules to make them regenerate or even restart faster can truthfully make working on your ship a joyful experience.
A reserve thrust chamber to store more thrust "time". Secondary Thrusters to boost thrust speed (but bleeds them off 50% more cause of extra drain. Extended intakes to regenerate thrust power. These could take up all the space in you've fighter bay but imagine the hot rod feeling of having these customized parts on YOUR ship?
Tractor-beam range extension.
A cargo-bay extension (minor but still enough to squeeze a little more space out of your hull, could even compromise hull but could be seen as ok if you have an armor upgrade and a secondary shield generator?)
Cargo bay stasis field generator (to stop perishable cargo or reduce its degrade significantly).
Possibly Faction specific equipment only creatable and useable witht he correct id.
Faction goods like.. Gaiain Tofu made from hemp that is like playerbase super-food. that has to be made in a special module.
Junker playerbase refinery moduel that can turn scrap into hull panels or basic alloy or whatever.
Img base refinery models that increase the yield from niobium ore to refined material for a slight increase in profitability?
Nomad tentacle module to attract anything kusarian and female to gawk and fantasize. no.. wait.. thats a terrible idea.
Balance of components.
The significance of the weapon energy nerf should be paramount in exorcising the value of this equipment.
10-30% reduction int he Nerf is still a great deal and the potential loss of these custom components should weight heavier on the purchasers actions.
Additionally to utilise the cargo space of some fighters to have token stat increases arent a huge game changer people who grind the credits want to spend them and spend them they should on cool neat crap that gives them even a slighter edge, but the risk of these components being lost would automaticly polarise pilot behaviour. Possibly make them a little less stupid.
Cap scale components could actually ensure more balanced behavior from capship captains, no more grinding just to have these components but literally giving pause and second thoughts to thier actions in game to actually loosing their ship if the odds aren't favorable.
Development time.
The evolution mod launched with these little components as lootables and in same cases buy able exclusives from certain bases... Though back then flhook was merely little more then cheat detection. i think a blending of current methods and the old method could work swimmingly here.
The point isnt to have it done tommarrow but to sequentially roll out these new moduels to gauge and balance the system as needed.