I don't think "the others" conceded. Nobody likes to talk to deaf ears...
This. I have a wall in my flat, which has superior understanding and conversation skills to what i experience from one person in this thread.
Thus far, your argument has primarily been couched in semantics(IE, what qualifies as 'military'), which is always going to make it difficult to conclusively 'win'.
Don't forget to also use an arbitraty definition of "multi-role", instead of how it's defined in the thread. But in the end, you are completely right. I mean, when i look at things, the OP wants to put fuel tanks, AFRM, cargo racks and the fuel scoop into the military slots. Now let me see: SLFs for me seem to be a military tool. The scorpion SRV seems to be a military vehicle. The military might want to transport troops, so passenger modules also clearly are military tools. The military might have the need to repair damaged ships or recover cargo, so limpet controllers are also military equipment. The military might need information on a a planet they attack, so the detailed surface scanner clearly is military equipment.
Taking this logic to the end, soldiers need to eat and drink, so forks, spoons, potatoes and water are military equipment, right?
It is true that the games definition of "military modules" is weak. They were not selected due to RL logic, but to fix a balancing problem, without turning combat ships into "just another multi-role ship with more hull hardness or a few more hardpoints". The game design reasoning behind it is solid enough. So as long as no essential other parts, especially the root cause for this design decission, is being changed, this suggestion does not improve the game at all. It will merely weaken the profile of a number of ships, without adding something of adequate value.
Of course, the core of the issue, as so often, is engineering. Before engineers came around, nobody cared for multi-role ships (
* ) stacking up some more HRPs. Thanks to combat ships generally having higher hull hardness, multi-role ships
( * ) were merely able to get close to the combat ships survivability in old times. This all changed with engineers and resist stacking. A multi-role ship ( * ) can easily use a number of its smaller compartments to stack up resists, resulting in much better damage mitigation. Which for some time resulted in most combat ships collecting dust. The noticeable exception of course being the FLD, which has more utility slots than most other medium ships (the Mamba came later) and thus was able to stack up so much resists and survivability on the shields. Now take a look at what we got and notice in surprise: the FDL at that time was the one combat ship which did not get these new module slots. [The addition on military slots on the Anaconda still is puzzling. It's an odditiy, it does not really make sense from a balancing point of view, but at least it was merely a few modules with the given limitation. I guess we just have to live with this ship being the true love of somebody on the team, resulting in it getting miracle upgrades, having a negative mass hull, etc. ]
So yes, in terms of RL-logic, the current implementation might not be perfect. But in terms of game mechanics, it improved things a lot. And the proposed change here might boost some ships, but also would hurt others a lot. We would pay a huge price for a rather small gain. It's just not a good trade and i would not want anything like this to happen. (The only way the given suggestion could ever make sense was, if engineering effects would be MASSIVELY nerfed. Until that happens such a change would just do more damage than it could ever help. )
*: As defined by the game, not a random definition picked from a source at own preference.