I do not contest that we have several blueprints that are useless, and the reason for this is as often brought up here, there are no real reason to use them. Take the whole DD och CD blueprints to thrusters. Despite the name and description, CD are not working as what most player would expect them to work. and thus, you think putting CD on you ship that overheats sounds like a good measure and the realize that it did not make any noticeable difference, and that going DD works almost the same, except you are now faster... that is counter intuitive.
This is also tied to looking at what classes for modules.
We have the
E - Who uses these, just the default modules on a ship, at minimum people changes to D
D - Lower weight, so useful in many situations for that reason
C - Yup, who uses these?
B - Almost the same as A, but double integrity, hull tanks tend to likes those...
A - Most heat efficxent modules and also the highest power, speed, jump range etc. The #1 choice if D (or B) is not suitable.
So why even have E and C? Before we had a reason for these as stepping stone until you had the money to buy the wanted class. now money is not any problem for most players and thus this use have become mostly obsolete.
So the issue is the same as with blueprints, make more choices more viable, instead of simply not being used at all.
Play with stats, perhaps gives less used blueprints a buff to other areas. Perhaps combine this with the use of other modules, so that you might get a buff to damage if used with C class powerplant and power distributor. Opening up for more fun and whacky builds. FSD, why are the so very few reasons for players to choose anything that increased range? What if we gave all blueprints increased range of various degrees, but add other effects that are suitable for different tasks. What if you create a hauling mod, that if you have more than 50% of compartments (and more than 50% of potential cargo capacity) as cargo racks, you get a bonus to jump range if laden? Do the same for HRP/MRP on combat ships. etc, etc.
This is also tied to looking at what classes for modules.
We have the
E - Who uses these, just the default modules on a ship, at minimum people changes to D
D - Lower weight, so useful in many situations for that reason
C - Yup, who uses these?
B - Almost the same as A, but double integrity, hull tanks tend to likes those...
A - Most heat efficxent modules and also the highest power, speed, jump range etc. The #1 choice if D (or B) is not suitable.
So why even have E and C? Before we had a reason for these as stepping stone until you had the money to buy the wanted class. now money is not any problem for most players and thus this use have become mostly obsolete.
So the issue is the same as with blueprints, make more choices more viable, instead of simply not being used at all.
Play with stats, perhaps gives less used blueprints a buff to other areas. Perhaps combine this with the use of other modules, so that you might get a buff to damage if used with C class powerplant and power distributor. Opening up for more fun and whacky builds. FSD, why are the so very few reasons for players to choose anything that increased range? What if we gave all blueprints increased range of various degrees, but add other effects that are suitable for different tasks. What if you create a hauling mod, that if you have more than 50% of compartments (and more than 50% of potential cargo capacity) as cargo racks, you get a bonus to jump range if laden? Do the same for HRP/MRP on combat ships. etc, etc.