Yes, but the person I was replying to said:"the module cannot be modified" usually it's a lookup table match, verifying the item to be submitted is in the non-mod-able list or not.
I doubt that checker is based on item type not actual item id. Some CG items like FSD, missiles which share the same item type with normal versions are likely to escape "the module cannot be modified" verification. So when we submit mod request to server, server recieved these CG item ID but cannot find the correct entry to apply special effect. That is the error we are seeing now. The easier way to fix is to simply hardcode the special effect slot defined in CG FSDs with a most popular one, but unfortunately not everyone prefer mass manager haha. Then the harder way is to fix the special effect codes in CG FSD declearation, turn them into the same style of normal modules. Then everyone can install whatever they want there.
Quite literally accusing them of intentionally creating an error message, rather than the simplest explanation, that this was entirely unintended.I think you're a bit confused here. The server error is not true; it's a false error being thrown because there's no flavor text or UI in place to communicate that you can't apply experimentals to this new module.
There are plenty of reasons to believe this module was intended to be just like the previous double-engineered FSD modules, and zero reasons to believe they intended to change it. Occam's Razor and all that - they messed up, and are trying to play it off as intentional. It was a hasty and misguided response to a mistake that never needed to be blown up to these massive proportions.