Right and wrong in this instance is a matter of perspective, isn't it though? You want the game 'balanced' too dramatically drop TTK of all ships. That directly affects every player. I'm a dead hand at the stick. I don't fly FA Off. I'm perfectly happy if it takes longer to kill NPC ships, because that means it takes them longer to kill mine.If I remember correctly, during one of 2.x betas Frontier wanted to do something with ship hull hardnesses to make larger ships more resistant to all guns except rails and plasmas along with cannons, all while significantly reducing shield booster stacking effectiveness. IMO that would have been a change for good. But forums went batshit insane with negative replies and Frontier just quickly withdraw it, and never really dared to do anything like that. So, part of why they "think ship balance is okay" is that they are simply afraid of huge negative feedback should they try to do things right. It was pretty sad that they couldn't muster some courage to do it, it was a good change.
If anyone could link that thread, I'd be really grateful. Couldn't find it myself.
EDIT: Found it - https://forums.frontier.co.uk/threads/shield-booster-and-ship-armour-changes-feedback-thread.332706/
For those who are too lazy to click it - large 3's hardness would go up from 65/70 to ~180, so would piercing of C4 weapons. C3 weapons would get +80% piercing (on example of C3 pulse laser - 52 goes to 93). Shield stacking would have had a hard cap at 150% of shield's max MJ after being engineered, so for example max shield for Corvette with 7A standard reinforced shield would be ~3k shield. But hull would have been much, much tougher. And I believe so would be sniping out modules with anything but rails and plasma due to piercing changes.
See the difference in perspective boss?