The eleven Power-Specific modules awarded at Rank 3 in Powerplay should be available in new ways. This would make more modules available to all players for Outfitting, even those who don't want to engage in Powerplay.
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Short Version: Place the Pulse Disruptor and Pacifier Frag Cannon behind Federation ranks. Place the Imperial Hammer, Mining Lance, and Advanced Plasma Accelerator behind Empire ranks. Allow the other six Power-Specific Modules to be unlocked at Tech Brokers.
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Long Reasoning: I believe this suggestion would improve the game in several ways. Firstly, some of the Federation and Empire rank promotions are very unsatisfying. Of fourteen ranks per faction, only four Federation ranks and three Empire ranks offer any really substantial gameplay reward. A CMDR reaches the rank of Baron (rank 7) unlocks the powerful Imperial Clipper (and permit for the Summerland system), and then won't see any reward until Earl (rank 10) when they get... the permit to Facece. The next major reward isn't until Duke. Let's add more rewards along the way!
This is true of Federation rank progression as well - after unlocking the Federal Gunship at Ensign (rank 7) the next major reward is at Rear Admiral (rank 12) with only the Hors permit in between.
Federation ranks would then unlock four ships and two modules, and Empire ranks would unlock three ships and three modules, evening up rewards somewhat.
This also allows players with little or no interest (or active disinterest) in Powerplay to get their hands on eleven more modules to experiment with. It allows Powerplay enthusiasts to access modules not from their faction without needing to spend a month away & losing their consolidation votes.
Finally, this should (hopefully) bring a spotlight to some over-valued or under-valued modules. Currently, the Prismatic Shield Generator is almost seen as a necessity for shield-tank builds, particularly on the largest ships. The increased base strength scales with engineering, meaning that virtually anyone who wants to PvP or do other high-end content with these is nigh-obliged to spend four or more weeks pledged to Aisling Duval. On the flip side, some modules are viewed as either not being worth the time (the Mining Lance is interesting but not 'four weeks at Zemina Torval' interesting) or are entirely useless (the Retributor Beam Laser is useless, a Fixed Beam with Thermal Shock is better in every way... and still isn't very good).
The existing unlock methods can and probably should be left in, but this would allow determined and motivated commanders to get access to these without engaging in Powerplay or being forced to defect, as well as making new combinations more possible without 2+ months of waiting. It'll also alleviate some problems CMDRs have with module-hoarding, storing many of these "in case I want them later".
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Short Version: Place the Pulse Disruptor and Pacifier Frag Cannon behind Federation ranks. Place the Imperial Hammer, Mining Lance, and Advanced Plasma Accelerator behind Empire ranks. Allow the other six Power-Specific Modules to be unlocked at Tech Brokers.
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Long Reasoning: I believe this suggestion would improve the game in several ways. Firstly, some of the Federation and Empire rank promotions are very unsatisfying. Of fourteen ranks per faction, only four Federation ranks and three Empire ranks offer any really substantial gameplay reward. A CMDR reaches the rank of Baron (rank 7) unlocks the powerful Imperial Clipper (and permit for the Summerland system), and then won't see any reward until Earl (rank 10) when they get... the permit to Facece. The next major reward isn't until Duke. Let's add more rewards along the way!
This is true of Federation rank progression as well - after unlocking the Federal Gunship at Ensign (rank 7) the next major reward is at Rear Admiral (rank 12) with only the Hors permit in between.
Federation ranks would then unlock four ships and two modules, and Empire ranks would unlock three ships and three modules, evening up rewards somewhat.
This also allows players with little or no interest (or active disinterest) in Powerplay to get their hands on eleven more modules to experiment with. It allows Powerplay enthusiasts to access modules not from their faction without needing to spend a month away & losing their consolidation votes.
Finally, this should (hopefully) bring a spotlight to some over-valued or under-valued modules. Currently, the Prismatic Shield Generator is almost seen as a necessity for shield-tank builds, particularly on the largest ships. The increased base strength scales with engineering, meaning that virtually anyone who wants to PvP or do other high-end content with these is nigh-obliged to spend four or more weeks pledged to Aisling Duval. On the flip side, some modules are viewed as either not being worth the time (the Mining Lance is interesting but not 'four weeks at Zemina Torval' interesting) or are entirely useless (the Retributor Beam Laser is useless, a Fixed Beam with Thermal Shock is better in every way... and still isn't very good).
The existing unlock methods can and probably should be left in, but this would allow determined and motivated commanders to get access to these without engaging in Powerplay or being forced to defect, as well as making new combinations more possible without 2+ months of waiting. It'll also alleviate some problems CMDRs have with module-hoarding, storing many of these "in case I want them later".