The Four AX Weapon Limit... I can't scrape up any logical rationale behind this one. Perhaps because they're classified as Experimental the Pilot's Federation Insurance Company made some fuss about having more than 4 to a ship. It's a big stretch, but the only thing I can come up with that makes even a modicrum of sense.
No AX Engineering - Ok.. they are already Experimental, so it stands to reason no one would really know that much about them, except those who made them.
i am torn about this. mostly because those engineers who are supposed to have worked on the modules, do not sell them at their starports...
No so good against humans - already covered that. Birdshot in an elephant gun would be great for birds, suck against elephants. Don't shoot elephants though. They're creepy, but that's no reason to shoot them.
There is an easier solution to the whole Outfitting issue - same solution I use: Build Another Ship
This was already FDEVs stance before they gave us module storage. wouldn't be so bad if the costs of a secondary ship wouldn't be so high for someone who
dislikes using exploidts and has a very low grind tolerance
I have a gunship, it's fun to fly around and take out NPC's with. It sports 5 PA's and a pair of beams. It stays up here in the bubble.
I wanted to shoot some thargoids, so I build a second gunship, outfitted it with AX gear, and it's parked at a lovely little installation in the Pleadies. Since I have to go out there to shoot thargoids anyways, might as well keep a ship there for that purpose. If they start turning up in the bubble and causing problems - Ship Transfer, or I'll build a 3rd ship for up here.