Yes they do.
You dont need to put pips into systems because you can use shield cells instead.
That results in more pips for weapons and engine
That makes it easier to kill stuff.
Everything about Shield Cells is wrong, and they inherently unbalance the entire power-distribution system (which underpins every aspect of flight and combat).
Not true.
Example:
Player A has 4 pips into systems, SCBS, and is engaging Player B
Player B has 0 pips into systems, SCBS and is fighting Player A
(It is well known that shield strength increases exponentially with 4 pips into systems)
Both players are armed with the same armaments and ship for the sake of the argument.
Player A maintains a effective fire solution on Player B for a period of 20 seconds.
In response to this, Player B is forced to burn 5 cells in order to maintain shield integrity.
Player B manages to do the same to Player A, who is dynamically assigning pips when needed, and places 4 pips into systems for the duration Player B has an effective firing solution.
In order to maintain shield integrity, Player A is forced to burn 2 cells.
Player B loses due to poor placement of pips, with Player A emerging the victor due to attrition.
Without SCB, Player A and B would lose shields, run off for extended periods of time, then re-engage when shields come back online. This effectively kills large ships, making their presence irreverent in the game world. At one point SCB's did not exist in the game, and the combat suffered as a result.
Claiming that SCBS are a necessity is equivalent to stating that trade is impossible when lacking cargo racks, and bounty hunting cannot be done in anarchy when lacking the KWS.
In addition, long combat is done by design in this title. The vision was always prolonged engagements where both parties may be able to make mistakes and still manage to continue the encounter. The lack of Yaw contributes to this.
Weather or not the NPC's should be able to use SCB's is debatable. However by no means are they a "I win button". Especially against NPC targets that find difficulty hitting a stationary target.