The more appropriate action to address permaboosting is to modify ships and mods that directly effect it, not give a single weapon the ability to nullify it because that doesn't create balance. It affects all ships negatively, more-so those which don't have permaboost. If you make balance dependent on specific loadouts, something OP to address something OP, you get a more narrowly defined super meta that makes combat stale. It pushes success towards builds and away from skill, a far less exciting scenario. The FDL was already dominant and would have only been more dominant with the drag change.
Actual balace would have addressed the over and under performers:
+10% boost cooldown for FDL and Mamba
+10% boost cost for FDL
-10% boost cost and cooldown time for cobra, courier, vulture, and dbs
-20% boost cost and cooldown for viper, eagle, i-eagle, and asp scout.
Perma-boost is not actually a bad thing. It's bad when the wrong ships have it, in our case, "heavy fighters" that also run superior shielding, maneuverability, and firepower.
Actual balace would have addressed the over and under performers:
+10% boost cooldown for FDL and Mamba
+10% boost cost for FDL
-10% boost cost and cooldown time for cobra, courier, vulture, and dbs
-20% boost cost and cooldown for viper, eagle, i-eagle, and asp scout.
Perma-boost is not actually a bad thing. It's bad when the wrong ships have it, in our case, "heavy fighters" that also run superior shielding, maneuverability, and firepower.