A "fast cycling shield" is just a symptom of having a weak shield. Shield rebuild time is directly connected with the strength of the shield in question (and then whether it is biweave/prismatic). Low shield rebuild time just means your shields are also low, in other words.I was talking Hull Tank, thats where you are concentrating on Hull, but you need a fast cycling shield.
Using the extreme time build - (not practical but demonstrates max raw HP of 2065) with a prismatic 6A Reinforced Hi Cap on a Federal Gunship which has a bad shield multiplier with all 4 utilitiesas Heavy duty Super Capacitor, the time for recharge is 12 minutes.
The same build using Thermal Resist Thermo Block TR/TB 6A Prismatic and 4 off 0A shield boosters with BR/TB, TR/TB, KR/FB, and KR/FB recharges the Prismatic shield in 2m 25 seconds.
Using the Bi Weave this drops to 1m 25 seconds. Both builds maintains an average 55% of resistances across the board. You can drop one of those to add a PD etc.
This example is using the 4% drop from the others on Explosive to maintain a high enough resistance whilst keeping the recharge as low as possible, which is very, very slightly better than fast charge. You could indeed drop the BR/TB for an extra few seconds, however I prefer a balanced resistance, and you did ask for a build. Please don't argue about need. The usage I put it to needed it in the context of the ship/scenario - the above is an example and not my actual ship. Most people put on reinforced Hi Cap as its recommended lol, with no understanding on how that affects recharge/recovery.
This build is not optimal for ships which are shield tanks, but is an option for Hull tanks.
I will leave it to you to plug in the numbers.
With Guardian Shield Reinforcement packages to shore up a low innate shield modifier, any ship in the game becomes a viable shield tank.
That, and the drawbacks inherent to hull-tanking where module vulnerability & optional internal slot investment are concerned, makes deliberately aiming for low shield rebuild time a poor performer. It's not at all the case that people have 'no understanding', it's rather the opposite - you've just got your cart before the horse. It's a common mistake I see players make, to focus on the rebuild time, and that could be owing to the way Fdev & coriolis/edsy display the information.
Resist-augmented shield boosters will net you better overall MJ protection than using any of the single-type resist blueprints. Using a spread of specialized blueprints on your boosters is always a worse result (verify for yourself in coriolis or edsy). The best target is to aim for best effective MJs against raw, kinetic, and thermal, using a mixture of resist aug + heavy duty boosters with a thermal-resist biweave shield generator (biweave, because it is the only way to significantly raise passive regen, while shield boosters + GSRPs + engineering + SCBs all inflate shielding hitpoints - the main utility of a prismatic shield is for trading/mining setups where you want to squeeze the most up-front protection out of the smallest possible slot, or sometimes assassination setups).
The explosive damage type is a non-issue, as the only sources of it are from missiles, torpedos, and mines; NPCs don't use either of the latter, and unlike all other weapons, missiles do not increase in damage with hardpoint size (just ammo capacity does). Especially with any hull reinfrocement, missiles are more of a threat to external modules once shields are down than anything else...which makes relying on shielding all the more relevant.
Addressing a point in a further post of yours - the maneuverability afforded by lightening a combat-built ship is negligible in all cases, even for small ships as light as the Eagle. You're looking at gains of maybe 3-10%, tops, in exchange for losing 50% or greater of your potential effective hitpoints. That is an objectively unworthy trade. Combat pilots have no interest in lightweight blueprints; the only times it matters is purpose-built racing & exploration ships, or if you are deliberately aiming for a 'combat-capable' racing ship (most likely the Imperial Courier, as unlike all other typical 'racing ships' it can retain its speed cap while putting on a few tons of weight for equipment - this also makes it an excellent 'bubble taxi!).
edit: Just for comparison's sake, this is an example gunship loadout I have saved that demonstrates the higher potential possible: https://edsy.org/s/vWuWqL6
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Going back to the OP of the thread: the "hull boost" is a multiplier applied to the ship's base hull strength (visible in edsy), which in turn then gets affected by additional hull integrity points & resistances. The math can get real foggy, and the easy answer is to just rely on the end result numbers that edsy & coriolis spit out.
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