I'm all ears to a robust discussion about rebalancing engineering, but to suggest "newbies" need access to apex-level engineering mods out the door just because others might have it is a garbage argument.
Sure, it doesn't take skill to engineer, but it should take planning. You shouldn't just be starting out and going "Right, time to whack on that G5 mod". If that's the case, then what the heck is the point of G1-4 mods? Just remove them, collapse the requisite costs of G1-4 into the cost of the G5, rebadge the G5 mod as simply "the mod" and be done with it.
All the complaints about Palin's temporary disappearance is fomenting the fact that engineering mods are too accissble, and too permanent, and that the player-base is now over-reliant on having "G5 mods or gtfo".
There's heaps of room for a discussion about rebalancing engineering mods. Maybe mods need to be more like Synthesis, in that any one of, or all of the following:
Suddenly, G1-G3 becomes your go-to every-day engineering, because it's cheap to replace and gives you a routine advantage in the fight, but when you want to guarantee being at peak performance, you mod a G4-5 module, knowing it'll be dead at the end of the day. The materials needed to do a G5 mod could fit out =~ 10 G3 mods, or even 80-odd G1 mods...
- Maybe you can't repair a module with a modification. Repairing it removes the mod.
- Maybe you can't remove a module with a modification. Removing it removes the mod.
- Maybe engineering modifications shouldn't be rebuyable on ship loss.
- Maybe modifications need more substantial negative drawbacks at the higher-end.
- Maybe (for a single example of the above) G5 dirty drives should result in overheating your ship every time you boost?
- Maybe prolonged use of a modified fitting causes degradation over time.
Then engineering, and specifically when and how you undertake that engineering, becomes an actual planned process which affects your game on a day-to-day basis, and not just a set-and-forget thing. Of course, someone might scream "But what about my optimised FSD while i'm 20KLY in the black?!?!". Again... robust discussion...
Again, all this Palin stuff has brought to the surface the fact that Engineering is in a pretty sorry state at the moment, where people consider G5 mods as needing to be "Noob-accessible" where the reality is they were intended for end-game outfitting. So yeah, a robust discussion on the problems with engineering... got all day for that. But the concept that G5 should be readily accessible to the new player is trashbin stuff.
- Maybe (more expensive than the mod) synthesis can repair damage to an engineered module
- Maybe engineering can be done with a module in the field
- Heaps of other things I haven't thought of, or have but haven't written here.
Hey, honestly, I'm all for doing engineering with actual gameplay elements than to run the repeated gauntlet of bloody "Fetch, Rover... fetch boy" material runs.
See how KSP does it. Encourages players to fit modules here and there and then see if it works or blows up. I wouldn't mind screwing around with something like that.
Gathering mats and then putting them together in an engine "schematic" to try for a G5 thruster.
Then take it out for a test run. And if doesn't work.... BOOM. The mats go up in smoke. My ship takes damage, my modules take damage, and it's back to the drawing board.
At least it would be goddamned more interesting, and entertaining even, then the current materials grind.