I personally do not hate the current implementation of engineers in the least.
I actually do like that every single one of my engineered modules is unique in some way, and I do not think that a system that removes this variety element by ensuring that the exact same "god-rolled" module is given to everyone after the same crazy grind done for every single module would be an improvement over the existing system.
I my opinion the main problem with engineers is not the large number of rolls required to get a really good ("god") roll, but the ridiculous length of the time needed to gather enough materials to be able to do that many rolls, due to the scarcity of some unobtanium-like G5 materials (CIF, MEF, EFC, BC, TA, As, Zr, Cd, etc.).
As an example: I use DD5 thrusters on all of my ships. Since I do not have time to get 100s or 1000s of the rare materials needed for that mod (I honestly cannot imagine how some CMDRs can do that), for me the lowest acceptable optimal multiplier value is 135%. Until today the grand total number of DD5 rolls I managed to do was about 200, which was more than enough to reach that minimum for all my 7 ships. Although those 200 rolls were not enough to get a god-roll (>=140%), but at least a dozen were above 135%. The best DD5 mod was that of my Vulture (137% optimal multiplier with a good minimal mass figure I could somehow manage to stay below).
Now that the future of engineers is somewhat uncertain, I thought to myself that maybe it was worth visiting Palin again, so there I went with enough materials for 50 rolls.
The results:
- 26th roll on a 5A engine (Vulture): 137% optimal multiplier, but with an even better minimal mass value than before, and almost 1 MW less power consumption (I still have the previous module, so that one will be good for the FDL).
- 10th roll on a 6A engine (FAS): 140% optimal multiplier with a low minimal mass value, but still a huge improvement overall.
And I still have 14 rolls left.
The only downside of the process was that it took me well over a month to farm all those bloody CIFs from missions (I really hate surface base scanning since the last time, when 10 bases blessed me with a total of 3 CIFs).
So I think the current system would work with a few modifications like:
- easier material farming (+material broker),
- not losing unlock levels if you purchase an experimental effect,
- making possible to change experimental effects without rerolling the base stats.