When I departed from Colonia to Ishum's Reach and back, I believe most of my modules were at 80% aprox. including my AFMU. Maybe for extremely long trips like a circunnavigation it might be useful to have two AFMU's but I think that if you mod the AFMU, your powerplant will malfunction before your AFMU does.
The mod to the AFMU increases the power use and heat, if I remember correctly. I tried it once, and wasn't happy. My Anaconda is down at 17-19% heat, which the modded AFMU increased to around 25 or more. But I think you're right that the powerplant is probably more at risk than the AFMU.
I'm taking 2 AFMs on the DECE trip. Even if I didn't, I don't see it too difficult to take a trip to Colonia at the first quarter round, and we're stopping at Beagle anyway, so a lot of extra repairs can be done at those points. (with a long side trip of course, but it's doable)
Agreed. I made it to Beagle Point and back with only 1 AFMU, so you really only need 2 if you are planning a really long voyage (or maybe doing lots of neutron star boosting). For my trip, what I really needed was more heatsinks; I only took 2 launchers and was out of heatsinks before I reached Sag A*.
LOL! Yeah. It all depends. In my current trip, I started to run a little low on my 2 sink modules, so I might take one more for the DECE, but I don't want the extra weight, even if it's minuscule.
I probably wouldn't use any heatsinks, if I did the trip today. Distant Worlds Expedition was my first exploration voyage and I was not yet skilled at fuel scooping.
Yeah. It's only when accidentally falling into some heavy star or black hole that I used them, and even when I didn't, it looked like I could take the heat. Optimizing the ship for heat reduction is probably better, I think.