Definitely, have the sites drop one blueprint then have the item require just one. However, how quickly do you think people would burn through that sliver of content if it were the case. If/when they release a bunch more guardian gear might they do something like that.
Considering that said gear is slightly under performing compared to engineered gear, it seems fair to do that. Like you go out, get those blueprints, grab the other stuff and get the gear onto your ship. After all that slowly upgrade to engineered stuff and phase out the guardian gear.
But as it stands and like how many have said, its a better more (albeit not much more) enjoyable spendature of my time engineering my stuff from the get go.
I'll be curious as well to see how, when, and (most importantly) IF they address this.
The mix bag of guardian equipment does have me a bit perplexed.
Guardian weapons are unique and great Thargoids and the FSD boosters, when reintroduced, should be a nice add-on for jump range.
The PP and PD seem to be in a weird place. As mentioned, they're not as good as G5 engineered modules, but the access to them from a 'new' player is a bit easier than what's needed for engineer access, though it's not a walk-in-the-park given the grind and distance to get to the sites with unengineered ships.
IMO, (I think I said this elsewhere too) I would say a good 'balance' to the guardian PP/PD would be removal of the 4 experimental weapon limit when both are equipped. You get 'extra' power to run more of the modules, but have to take more heat and weight as a balance to the removal of the limit.
It'd make for a 'goid slaying machine, but there would be the trade-offs mentioned above. What it would also do though, is offer a
reason for unlocking both for all players, regardless of whether they've unlocked engineers.