We had them already when engineers first launched - the SkyNet revolution, stuff like turreted PAs with multicannon fire rates - yes, lots of fun.
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Uh, no. There's a difference. What you describe was a bug. Which had to be squished and should never return.
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Well geared and fully engineered NPCs, on the other hand, is a very logical thing to have. I mean, why would only we players gear up to the limit? But if NPCs would suddenly also fly well geared up and fully engineered ships, all combat would take ages. NPCs would suddenly be the same bullet sponges which player ships already are.
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And actually, i am all for bringing NPC ships on mostly equal footing again, albeit with one big condition: Crack down on engineering. It's far over the top. The game for example never needed like +700% shields. Combat worked fine before any engineer was around. In many eyes, it actually was the best time for combat. Some people still demand engineers to be removed. That's not a viable option for the game. But some huge rebalancing (which would in the end be quite some nerf on a lot of engineering options) would be in order.
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The problem is that FD would never manage to pull through. Even attempts of rather limited nerfs were loudly cried away by the community in the past. FD didn't have the balls to pull through, although those people who actually were in the beta and did testing were mostly happy. Real nerfs of engineering blueprints, while being very healthy for the game, would affect almost all players. And many of them would complain. I don't really see how FD could do that without a massive outcry of the community and thus doubt that it'll actually ever happen.
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But there's one way to perhaps achieve that: bring NPCs to the level of players. Let the players experience, how tough these ships really are. Give players a while to soak that in. It might be that in time, they will agree that defensive levels are too high and would need to be adjusted.
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