From one engineer to another I know that, in real life, at the cutting edge of science and technology you will see variability in component performance, after all, if your components arn't failing then your tests arn't tough enough
The issue I'm struggling with in terms of the whole in-game
"Engineers" upgrade system is the full-scale RNG-ness of component stats.
To try and bring a relatable IRL example in as a comparison;
Would you agree that the IR tech you work with in NASA is far superior to widely available off-the-shelf technology?
I would presume that it is, so lets place this in context of the in-game system;
The components available to the player in the outfitting screen could be considered the off-the-shelf standard so to gain performance you want to upgrade them:
1 - The current
"Engineers" seem more like back-street chop-shops that can be found all across the world, the ones that spring to mind are the incredibly talented and resourceful folks that the old Top Gear cast used to use on their grand adventures: The team arrive with cars and a a collection of random components and they leave with rather "specialised" vehicles somewhat more suited (!?) to their forthcoming adventure but also with significant drawbacks.
http://i.imgur.com/LhHTr3b.jpg
Topgear - From Bethlehem to Beaulieu Middle East challenge - used as a tongue-in-cheek example of the current "Engineers" chop-shop approach
2 - It's my opinion that the Engineers should be more like the true-life engineering specialists that can be found if you know where to look. In my line of work I could put serious enquirers in touch with a Motorsport Engine Builder with decades of knowledge and expertise that works in a unit found on a remote chicken farm and a Composite (Carbon Fibre, Kevlar etc) Specialist that can design and construct anything in composites that will weigh 1/10th and be 300% stronger than the component you want to replace, he works out of a ramshackle collection of sheds at the bottom of his garden.
http://i.imgur.com/6Q1ofka.jpg
Grid Autosport - image used as an example of vehicles modified to suit specific uses by specialist engineers
We currently have option 1 - a pot-luck approach to modification, I tried the system last night on an FSD and a Shield, I barely got anything better (2-3%) but a number of penalties (5-8%) to other component stats. This left me deeply unhappy that I'd wasted the materials and disheartened that I would now need to spend much more time hoping to get lucky finding the parts to enable another roll of the dice.
I believe we should have option 2 - a true engineered solution, the guarantee of an improvement relative to the tier of upgrade along with a realistic penalty to other component stats; you don't get something for nothing after all!
Hey, maybe have both, spacecraft "Chop-shops" -
"you pay's yer money, you takes yer chance sonny" and true specialist spacecraft Engineers -
"Speed cost's money Commander, how fast do you want to go?"
I'm wondering if it's worth proposing the above as a viable game suggestion?