Colonia Fleet and Engineering - What are People Doing?

So now that 3.0 has been out for awhile and we know that old Pre-3.0 mods are still existing, I'm curious what people have done if they have a fleet of ships in Colonia that are all pre 3.0 engineered?

Blueprints I hear can't be used if they haven't been grandfathered into the new system, and you need to do that at an actual engineer.

So are people just:
a) Leaving their Colonia fleet of ships as is?

b) Paying to ship them back to the Bubble to be updated and then reshipped back?

c) Manually flying each one back?

d) Buying and engineering new modules from scratch and shipping them there and then leaving the old pre 3.0 mods in Colonia storage?

Just curious...
 
To be honest, whether you are in Colonia doesn't really change the fact that there is no need to re-engineer. The only ship I have with new engineering is the chieftain - for obvious reasons. :) I have no intention of going through my other ships and re-engineering them, I am more than happy with the modules they already have (which are all engineered on the old system).

While I may get round to re-engineering, it will likely only be the odd module here and there, or for new ships.
 
So now that 3.0 has been out for awhile and we know that old Pre-3.0 mods are still existing, I'm curious what people have done if they have a fleet of ships in Colonia that are all pre 3.0 engineered?
I flew back to the Sol bubble to pin the blueprints, and while pinning them, engineered myself a new FDL to have moved by ship transfer (I didn't finish G5 on it, just made sure all the specials were attached - I'll do the rest with remote engineering as and when I find the materials). The old FDL I'll probably just leave as legacy for now, and then maybe strip it down and re-engineer some bits for use as my exploration ship at some point.

The Python I use for the majority of actually doing stuff, for the key modules I compared the current performance to what G5 now does. Then, where I'd pinned the blueprint, I'd:
- completely strip the legacy engineering from the module in outfitting (saves finding a new large A-graded module from somewhere)
- use the remote workshop to put it back on to G5

Unlike converting a legacy module at an engineer, this of course doesn't allow adding experimentals and doesn't start the module off at the top of G4. But an average legacy G5 module will end up far better than before even without experimentals anyway, and the minor added material cost for doing G1-G4 is not a big deal to me.

(The Python got the FSD from the Asp I used to do the travel, and the Asp now has the Python's old legacy FSD which I'll probably convert when I get time. The Asp has a few random engineered bits on it from ranking up engineers to pin the blueprints, but nothing important)

There's then a C-rated mining Anaconda which was previously unengineered now waiting in storage, which will get a bunch of mods remote-workshopped onto it when I next want to do some mining (which might be months away) ... and a Cobra III that only had a couple of G1-2 mods on before which again will get redone at some point.
 
Staying in the bubble and vicinity until flying all the way out Colonia isn't brain-death by boredom.

AKA I'm not going that far until Exploration receives at least 1/4 of the attention as combat.
 
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