Hello Commander Jimac!
To be fair, we're not simply balancing around credit cost. And to your other points, well, we have to make calls for the game based on all sorts of criteria: different aspects of game play, fiction context, player experience, etc.
Basically, we're not just making a player versus player game. And yes, once our next changes roll out, there might still need to be some further changes. But I simply disagree that it's a flawed concept. I think it's a sold concept that we're committed to making as good as possible for the game.
Hello Commander Redan!
Looking at the various rewards and penalties is an ongoing effort, so when we find tweaks we think will make the game better we'll push them through.
Hello Commander NeilF!
Carrying multiple shield cell banks will mean that you're not carrying something else. And with a higher power draw requirement, the more banks you carry the more likely you will need to micro-managing your power plant.
Don't get me wrong, I don't want shield cell banks to be the "be all and end all" of module selection; we going to keep an eye on them once the changes roll out, it will be great to get feedback from the player base, and if more tweaks are required (even to the point of cool down usage, one cell bank only etc.) we won't be afraid to implement them. I'm certainly not going to sit here and announce that "everything is awesome! Tss, mm, tss, mm, tss, mm".
I simply disagree with the notion that because they can create imbalance - they should be dropped. In my opinion, given the amount of imbalance it's possible to create for any situation - this argument is not strong enough to sway me.
I hope this helps show where we're coming from on this, naturally, no-one is forced to agree with out stance

.