This is literally the job of the dev team.
The ROOT problem is the stacking of defense modules, and they have ignored EVERY solution besides limiting total module slots. Here's three off the top of my head:
It's all just old systems and design decisions grandfathered in because obsessed space flight sim enthusiasts would hate change. And a little bit because dealing this change to people too far from a refit point would kill immersion at that point.
- They could limit # of active defense modules. They do not.
- They could mess with the math to make stacking defenses pointless. They do not. (Like how EVE makes it impossible to get 100% resistance to damage.)
- They could change the stats of modules so multiple smaller modules aren't clearly better than larger modules. (This would only be partially effective by itself, the previous two work better.) They do not do that either though.
And, once optional hard points aren't just filled by hull reinforcements by default, they actually become optional. Worlds of possibility open up! A cheap universal limpet controller to save on weight unless you have specific plans- done. All empty space usable as cargo space, cargo racks could provide extra functionality. Done. People might actually leave stuff empty to save on weight.
Too bad they seem completely unable to edit the game other than hacking existing systems. That's what carriers look like to me- a hacked station system that is a little dynamic.
Yes, but as this was a post about giving the Keelback a small buff to give it a little bit more utility, not making it more powerful, and not about changing the entire ship build system. If you want a discussion about rebalancing every ship in Elite and completely overhaul the ship build system go and start your own thread about that.