The problem is the circumstances that can result in a disconnect are not JUST because of active player action but also external forces outside of their control. Despite the claims of some, the underlying causes are not infrequent nor unexpected.
How many times have you lost connection while you were in PvP combat? I have a pretty mediocre internet connection and I spend a LOT of time pewpewing with other players and it
never once happened to me during my 3000+ ingame hours, not even in the current Mauve Adder era...
If this goes through, I'll menu log 100% of the time until it's reverted
What I was talking about was connection loss
for whatever reason (including menu logging) resulting in ending up at the rebuy screen, soooo...
Take any ship, throw a shield generator into the appropriate slot then fill the rest with HRP's. Then compound the effect and G5 mod all those HRP's. Suddenly the player has ship with a damn near indestructible hull for very little downside.
Congrats, you've just built a ship that is guaranteed to lose its modules very quickly because no MRP's...
What I would like is for every stacked module there is a both an increase (in what the module is supposed to do, i.e. integrity with HRP) and a massive downside (PP generates 10% more heat, Thrusters are 10% less effective, Shields are 10% weaker, FSD range is 10% less). Stack another one and the downsides are now 15% or 20%. So in the end the player has to make a decision, does he want an impervious hull on his Cutter but now that Cutter can't turn, makes a snail look fast, overheats if you look at it funny and has a single digit jump range.
This is (more or less) how it's working atm. With every HRP you add extra mass, which makes you slower and less agile and it also cripples your jump range. It doesn't make modules like power plants and shields weaker (why would a passive armour reinforcement generate heat or make an utterly unrelated module like a shield generator work less effectively?).
Look we all know if FD did anything to Engineering or to the module stack problem, salt would flow freely.
The "module stacking problem" you were talking about has very little to do with HRP's, it's more of a shield booster (a.k.a. skill booster) stacking problem. The Cutter is an utter shieldtank BTW, not a hulltank. The ~5000ish hull HP's you can have on it (if you have sufficient module protection and don't waste your size 5+ module slots on HRP's) is not especially huge on that large (and easy to hit) a ship. It's not like you can magically multiply you raw hull hitpoints at the push of a button like shield MJ's (4 pips on sys).