For all time since release of 2.1 i have been gainin reputation with Felicia Farseer, by crafting modifications at her base.
Currently I am almost at LvL 5 Access, and got some feedback on that.
My initial target was to gete LvL5 Access and increase Federal Corvette's jump range, so it's more comfortable to travel around.
LvL1 and LvL2 Increased FSD Range mods were done sucessfully, resulting in better jumprange. However, after I spent 2 days doing material gathering, and gave LvL3 mod a try, I were really disappointed...
This ^ is what i was rewarded with. Completely useless modification result, with almost all parameters worse than my current LvL2 same mod.
All material gathering was wasted because of RNG aspect.
My suggestion is: when crafting a higher LvL same modification than you currently have installed (like you have LvL2 FSD mod installed, and you craft LvL3 FSD mod) DON'T ALLOW MOD-RELATED STAT (e.g. "OPTIMISED MASS" for "INCREASED FSD RANGE", "INTEGRITY" for "SHIELDED FSD" and etc) TO GO INTO RED ZONE.
Because why the hell LvL 3 mod can end up even worse than LvL 2 grade? Because engineer felt sleepy today while crafting your module? Because Mars and Venus were not in harmony today?
Make it so LVL3 MOD IS ALWAYS BETTER THAN LVL2 MOD, BUT "HOW MUCH BETTER" IS DEFINED BY RNG. SAME GOES FOR LVL3 TO LVL4, LVL4 TO LVL5 AND etc...
It seems like a huge letdown to those, who spend time gathering all those materials (which are also kinda random, especially those which are given only as reward or found in USS).
Hope that this kind of thing gets fixed soon, because I'm scared of doing anymore RNGineering with current crafting mechanics.
Currently I am almost at LvL 5 Access, and got some feedback on that.
My initial target was to gete LvL5 Access and increase Federal Corvette's jump range, so it's more comfortable to travel around.
LvL1 and LvL2 Increased FSD Range mods were done sucessfully, resulting in better jumprange. However, after I spent 2 days doing material gathering, and gave LvL3 mod a try, I were really disappointed...

This ^ is what i was rewarded with. Completely useless modification result, with almost all parameters worse than my current LvL2 same mod.
All material gathering was wasted because of RNG aspect.
My suggestion is: when crafting a higher LvL same modification than you currently have installed (like you have LvL2 FSD mod installed, and you craft LvL3 FSD mod) DON'T ALLOW MOD-RELATED STAT (e.g. "OPTIMISED MASS" for "INCREASED FSD RANGE", "INTEGRITY" for "SHIELDED FSD" and etc) TO GO INTO RED ZONE.
Because why the hell LvL 3 mod can end up even worse than LvL 2 grade? Because engineer felt sleepy today while crafting your module? Because Mars and Venus were not in harmony today?
Make it so LVL3 MOD IS ALWAYS BETTER THAN LVL2 MOD, BUT "HOW MUCH BETTER" IS DEFINED BY RNG. SAME GOES FOR LVL3 TO LVL4, LVL4 TO LVL5 AND etc...
It seems like a huge letdown to those, who spend time gathering all those materials (which are also kinda random, especially those which are given only as reward or found in USS).
Hope that this kind of thing gets fixed soon, because I'm scared of doing anymore RNGineering with current crafting mechanics.