It's good if there's a bunch of high-quality choices and it's a meaningful decision. A lot of both ship and module outfitting isn't. Because it's so complex, it's also horrendously unbalanced on both the "underpowered" and "overpowered" sides, and as you pointed out above, basically impossible for Frontier to fix that because of the sheer number of interactions and components. (Hence some of the bandaid fixes applied to things like damage resistance, and then the number of "well, it just ignores that" the Thargoids have, to stop people having genuinely invincible ships...)What's the point here? You have to decide what to spend materials for. It's an extra layer of complexity which is good™.
If the mod is wrong for your build or use-case, sure, you made a mistake. If the mod is just plain bad, no, Frontier made a mistake.If you waste mats on something that is "A-rated and G5" but the mod is crappy, then cool, game works. You made a mistake.
Power plant engineering is - aside from it destroying any possibility of balancing builds with power consumption, as the pre-2.1 outfitting was - pretty good. Armoured, Overcharged and Low Emissions all have reasonably obvious uses, downsides worth mentioning, etc. If you fit the wrong one to your ship that's on you ... but you can probably save the module and find another use for it someday anyway.
Life support engineering (any blueprint) is basically always a complete waste of materials except in extremely niche cases. If you fit the wrong one (any of them) to your ship ... that's on you for thinking that Frontier would have added any positive-expected-utility blueprints to the game? And they cost exactly the same as the really useful Power Plant blueprints, also apply to a Core Module, and require access to the same tier of engineer to get the high-end ones.
I mean, that's partly because the Life Support module itself is so marginal in utility that if they'd built it into the ship in the original release we'd never have noticed its absence in the same way that we don't notice that Galaxy Map didn't get its own outfitting slot (as the DDF suggested it might), or shield generators and shield emitters being separate modules hasn't been missed. But there are plenty of modules where the base module is perfectly useful and the blueprints are a waste of space.
Well, this is more about the sort of mistake you can make.Do you want games without any possibility to make mistakes? Boring.
All engineering mistakes are trivially avoidable by asking for advice first - there's no time pressure, Coriolis/EDSY let you see the "whole ship" results, there's plenty of build advice out there. I never make engineering mistakes as a result, because I know what I'm doing.
Actually flying the ship? Sure, I can make a bunch of mistakes in both how I fly second-to-second and what encounters I get into on a slightly longer timescale. Making those mistakes is itself potentially fun because now I'm in over my head and scrambling to recover the situation, or I win the fight but now I have to get back to the station in a hurry because the canopy is gone. There's also a tight feedback loop to aid learning "shouldn't have dodged into that plasma bolt, now my shields are down" rather than the extremely slow and patchy feedback you get from a bad (more commonly null) engineering choice. And no matter how much I ask anyone else for advice, I'm not going to get better at flying a ship without a lot of practice.
Again, Odyssey does this all a lot better:
- all basic weapon and suit upgrades are worthwhile. You can debate whether the step from G3 to G5 is actually worth the massive material costs compared with G1 to G3 but it does give a noticeable advantage when you do it.
- that every basic upgrade uses Manufacturing Instructions is a bit annoying ... but it also neatly encourages players to go for breadth-first rather than depth-first upgrade strategies, which are far more efficient.
- every single suit or weapon engineer mod has a reasonably discoverable use-case, and even if it's not optimal most of them will still have a considerably more obvious benefit than a lot of G5 ship mods.
- while the G5 equipment is somewhat overpowered, it's still not a total substitute for skill in the same way that ship engineering can be (AFK builds being the most extreme example; there's no such thing as an AFK suit), and if Frontier want to add even tougher on-foot scenarios they can do that without needing to throw in cheap stuff like "Dominator suits mysteriously explode within 10km of this enemy"
...and of course was put together following Frontier's years of experience with the ships model, so I don't think we should assume that "there are a whole bunch of blueprints which solely exist to waste beginners' time" was an intentional part of their ship engineering design.