I'm going to try to be careful here because I've seen what these posts can degrade into.
Engineering is a fundamentally problematic system because it is simultaneously required (read, almost every guide to almost everything assumes that you've already engineered almost everything. We can pretty much say the player base has concluded that it is a necessity. Then again, they also assume you have an built-out Imp. Cutter, Fed. Corvette, and Anaconda laying around) and a massive time sink. Trying to engineer a ship without the Jameson Crash Site, Orrere 2B, or similar one-off locations would be hell. I still have no idea where to find Pharmaceutical Isolators in the wild (I'm told "settlements" like that means anything more to me than "a populated surface location".) The engineers themselves are obnoxious to find/please and then you can only pin one blueprint for each (and no experimental effects). There's no in-game way to check what you need for a complete mod (even looking at the mod doesn't tell you how many for a full upgrade, only each step.) And the engineers themselves are these magical geniuses who are unique/near unique in the abilities to do what they do despite half the pirates in the game somehow having engineered modules.
As for how to fix it, I honestly have no idea. It feels like it was a flawed system from the start. If engineers were as common and easy to find as material traders or tech brokers then it would help. It might also help if they front load a materials cost on unlocking the upgrades/effects (think tech brokers) then slash the material expendature (I'm thinking the cost of one full upgrade level should be what it cost per-shot right now. None of this "I have to spend this value once but this value six times" nonsense.) I would also make certain rare materials less rare (Datamined Wake Exceptions are the first that comes to mind. I have sat for an hour outside a busy station scanning wakes and only gotten two hits before, 6 DWE in total) or expand the number of places you can find them (Where, oh where, are those Pharmaceutical Isolators?)
Engineering is a fundamentally problematic system because it is simultaneously required (read, almost every guide to almost everything assumes that you've already engineered almost everything. We can pretty much say the player base has concluded that it is a necessity. Then again, they also assume you have an built-out Imp. Cutter, Fed. Corvette, and Anaconda laying around) and a massive time sink. Trying to engineer a ship without the Jameson Crash Site, Orrere 2B, or similar one-off locations would be hell. I still have no idea where to find Pharmaceutical Isolators in the wild (I'm told "settlements" like that means anything more to me than "a populated surface location".) The engineers themselves are obnoxious to find/please and then you can only pin one blueprint for each (and no experimental effects). There's no in-game way to check what you need for a complete mod (even looking at the mod doesn't tell you how many for a full upgrade, only each step.) And the engineers themselves are these magical geniuses who are unique/near unique in the abilities to do what they do despite half the pirates in the game somehow having engineered modules.
As for how to fix it, I honestly have no idea. It feels like it was a flawed system from the start. If engineers were as common and easy to find as material traders or tech brokers then it would help. It might also help if they front load a materials cost on unlocking the upgrades/effects (think tech brokers) then slash the material expendature (I'm thinking the cost of one full upgrade level should be what it cost per-shot right now. None of this "I have to spend this value once but this value six times" nonsense.) I would also make certain rare materials less rare (Datamined Wake Exceptions are the first that comes to mind. I have sat for an hour outside a busy station scanning wakes and only gotten two hits before, 6 DWE in total) or expand the number of places you can find them (Where, oh where, are those Pharmaceutical Isolators?)