With the addition of Chloe Sedesi, there is no reason to pin G3 clean drives at Felicity Farseer as you can pin dirty with Palin and clean with Sedesi. Other pins may also depend on what blueprints the person is going to use the most, which can be a matter of personal choice. I would say there is not a single "optimal" version.
I am going on a journey trying to unlock as many engineers as I can. But what modules should I engineer per engineer that I unlock? Where is information on this?
(I also want to know so I know what materials will be required).
True, it's a bit outdated but good for start until you unlock Chloe.With the addition of Chloe Sedesi, there is no reason to pin G3 clean drives at Felicity Farseer as you can pin dirty with Palin and clean with Sedesi. Other pins may also depend on what blueprints the person is going to use the most, which can be a matter of personal choice. I would say there is not a single "optimal" version.
This depends on what "comfortably" means. Some ships are just going to have abysmal jump range whatever you do (particularly if you are engineering something that will by default have a crappy jump range, such as a racing ship). What I do to avoid travelling < 10 ly per jump is to load whatever modules that allow it onto an otherwise barebone anaconda engineered for range. Then I go around with the Anaconda to see to the engineering and experimental effects that I do not have pinned, return to base and load the modules back on the new ship. That way I only have to go around to a minimal number of engineers with the actual ship I am building (eg, it would be counter-productive to load the FSD onto the anaconda for putting the FSD experimental on it, the armour cannot be swapped, the sensors and life-support typically won't fit, etc).Even if you unlock and gain access to all the engineers you will still have to compromise on what you have pinned but as long as you have enough pinned you will be able to fit out a new ship with a good enough set of engineered modules to be able to visit the engineers comfortably to add experimental effects and boost the grade whee necessary.
I would do them in the sequence FSD - Power plant - Power distributor - Thrusters - shields - shield boosters, then whatever you want for whatever you're doing. Good thrusters are important whatever you do, but you need the power for them and the distributor to get the power to them.
Correct. If you think you may want the old engineering at some point - buy a new module and engineer that instead.If I go to an engineer and start a new different blueprint then the current one disappears and I would have to start again if I wanted that one back in the future?