To be a bit more concrete, this would be a step in the direction of allowing every ship to do everything all the time. That's a bad direction. The destination is a boring game.
And I would like to reply to this separably.
To me this statement makes no sense. Why go through the trouble to create a module based System for Ships in that case? Why not just have Static Ships witch static Capabilities. You want top run Cargo buy a Cargo Ship you want to do Exploration get a Exploration ship you want combat get a combat ship. Why even be able to change moduls for different types? Just need to upgrade static basic configuration would be much simpler.
It makes no sense to me for someone to go through all the trouble of making a system which is modular and then trying to find way to limit what a player can do with it...
it sounds nonsensical and counter-intuitive from a fun gameplay perspective.
Secondly, why shouldn't ships be able to do everything all the time? What is your point of reference to make this assertion?
Is it sci-fi? Have you seen umm... lets say Star Trek, any ships there saying "Oh Captain,we cannot Tractor that Shuttle you are asking for because we are only equipped with a tractor beam for Space Rocks, we need to go back to a Spaceport and retrofit with tractor beam for equipment and manufactured objects instead and then come back and continue our mission"...
Have not seen this happen in any Sci-Fi actually...not Star Trek not Star Wars not Babylon 5 not Buck Rogers Galactica etc etc etc...
Actually I have not seen this happen neither in real life... have you ever heard of the SRMS or Shuttle Remote Manipulator System, or simply Canadarm? It was designed to handle various payloads of different types. Why? Because it is unpractical to have different arms for different types of objects, and the engineering solution to that CHALLENGE is to design a multi-purpose piece of Equipment.
And since ED is a game whos' main goal is to provide Fun, and at the same time it is a Simulation type Game, what would make it more fun is to at least try to also simulate the practical aspects of technology as they would normally be purposed in real life, for both Convenience and Practicality as well as Immersion and Parallel Sense, which permits to tackle different Challenges in different situations as they happen.
In other words, If ED was reality, no one would make such a limited Limpet system. Because no matter what your primary mission is (lets say going mining), the universe in which this activity happens is not static, it is dynamic. And it makes sense as well as is logical to have a system that is multipurpose for the various challenges that are known to be encountered in that Universe. It would be a burden it would be unpractical it would be frustrating in real life to have such limitations, and the ingenuity of a human mind would not permit that to even be the case.
So what makes one even think that such an approach is good for a game? If it is unfun in Real Life chances are it will be very unfun in a game. Whose purpose is to provide fun in the first place.
So in conclusion my dear fellow Commander, which ever way you look at it, real life game life, game design, or gameplay... See the key for me is not whether all ships can engage in all activities at any given moment as the Challenge arises but rather how well each ship can engage in any specific activity. If you want gameplay variety between ships this is how iot is achieved and already it is in the game. Not al ships, despite the modular system are good for all activities already. I think the variety has been achieved.
The limpet system will not change that and it is just an unfun burden.
Unless you can demonstrate that the whole Fun of the gameplay of ED hinges upon it. I doubt this is the case, and it would be very sad if it is.