I've said this probably often enough, so I'll be brief:
I don't want to pay credits just to recharge my shields at a decent rate or instantly. I don't want shield cell spam be the only alternative to sitting around idling for 10 minutes or more. I want shield regeneration addressed properly, with decent recharge rates - no more than 1-2min to go from empty to full on any ship.
And before anyone again repeats "scaling recharge rate would make big shields OP and immune to weak weapons" - no, because shield regeneration already pauses for a few seconds after being hit. This recharge delay could possibly be increased for bigger shields if necessary, but my favourite solution would be a recharge speed that starts at the current rate and after 10 seconds, ramps up until at 30 seconds, it is fast enough it would take at most 1-2 minutes for a shield to go from entirely depleted to entirely full (you'd have to avoid all weapons fire, of course, any hit and regeneration would pause and then start slow again).
P.S.: Shield regeneration always had these problems. It just became so immediate an issue because everyonewho simply hopped into SC and back into the CZ/RES/Nav Point previously, now has to actually experience these excruciating downtimes. I do appreciate the FSD+relog shield reset was fixed, now I am looking forward to shield regeneration being possibly addressed in 1.4.
I would love this as well, but I'm 100% sure PvPers and the "it's not realistic" crowd will be all over this.
Personally I'd take this a step further and have more variety in shields in general. Different recharge rates, different sizes, different energy consumption? You name it! As it is, it's just boring - every class has more strength than the last, every rating has more strength than the last. It's a boring progression of a single parameter with absolutely no variety.
You could have smaller shields with decreased recharge times (including in-combat recharge). You could have massive shields with slower recharge times.
And for goodness sake - tie in the SYS pips to shields in some meaningful way! The current way (i.e. more pips in SYS == more shield resistance) is so unintuitive, that had I not read about this on the forums I'd have never figured it out. I'd expect a faster recharge rate (which is true for all other energy-related components)...
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