Unsolicited recommendation time!
If CGs continue to award "double engineered" modules, they should have a different naming convention and "hide" the engineering. This would keep things consistent within menus and within the lore, result in less player confusion, and get rid of the cumbersome term "double engineered" which is just plain silly.
For example, instead of getting a "1f Multicannon" that has grade 5 Rapid Fire and grade 5 High Capacity on it we get the SAME THING but it is called "1f Experimental Multicannon" OR if someone there can put forth a few minutes of effort to think of a more specific name it is called "1f Shredder Multicannon" and gets the (Experimental) tag.
In this case the actual engineering that has been applied to the module is NOT VISIB LE TO THE COMMANDERS. For ease of item creation it is there, we just cant see it OR change it. A quick blurb in the codex, and to each CG that awards these modules can explain that (Experimental) weapons are highly tuned and fragile and no engineer will try to modify them further.
I believe this solution fixes the lore and menu inconsistencies with item reward engineering, allows the developers to mix and match engineering on stuff without the players seeing exactly how (Maybe it has THREE things added but two of them are only grade2?), is less confusing for players down the road, and keeps things relatively simple to do for the codemonkeys once a new UI template is developed.
If CGs continue to award "double engineered" modules, they should have a different naming convention and "hide" the engineering. This would keep things consistent within menus and within the lore, result in less player confusion, and get rid of the cumbersome term "double engineered" which is just plain silly.
For example, instead of getting a "1f Multicannon" that has grade 5 Rapid Fire and grade 5 High Capacity on it we get the SAME THING but it is called "1f Experimental Multicannon" OR if someone there can put forth a few minutes of effort to think of a more specific name it is called "1f Shredder Multicannon" and gets the (Experimental) tag.
In this case the actual engineering that has been applied to the module is NOT VISIB LE TO THE COMMANDERS. For ease of item creation it is there, we just cant see it OR change it. A quick blurb in the codex, and to each CG that awards these modules can explain that (Experimental) weapons are highly tuned and fragile and no engineer will try to modify them further.
I believe this solution fixes the lore and menu inconsistencies with item reward engineering, allows the developers to mix and match engineering on stuff without the players seeing exactly how (Maybe it has THREE things added but two of them are only grade2?), is less confusing for players down the road, and keeps things relatively simple to do for the codemonkeys once a new UI template is developed.