(From the picture: that's power draw -12.7%, DPS/Damage +58.3%, distributor draw +78%, and ammo clip size -23.3%. Auto loader upgrade added on top.)
The values I quoted from the stream were base values, you can still add an experimental effect on top of that, and I think there were some available that boosted damage. For example, Multi-Servos at
19m11s adds 3% damage at the cost of 5% power draw, and that's roughly equal to the 58.3% in your screenshot.
Multi-servos is also not auto-loader, and autoloader is more than a 3% sustained damage increase, not listed in stats, simply because it dramatically reduces the time spent reloading.
I saw a few secondaries that would increase damage past the figures I have, but none that would reduce power consumption at the same time.
Several of my ships are power constrained; I favor hybrid builds that require high module integrity, especially where the PP is concerned. My entire Corvette is built with power reduction secondaries in mind because it runs an armored PP (with a significant power increase secondary). Without those secondaries it's several MW over budget on power.
I also have weapons that require certain effects to do what I need the to do that have major, wholly unrelated, secondaries that make them that much more viable. For example, my long range cascade rails also use less power than normal and have more than -30% to thermal load.
I agree, and I think that's the core issue. In the old system you could combine a lucky secondary effect with a hand-picked experimental effect, this basically gave you two upgrades on top of the base roll. If the new system only allows a single experimental effect, it'll be hard to compete with that.
Also, I think FDev is looking too much at the core stat increase, and not the often much more important secondary effects which can negate downsides or provide other important improvements. Personally I don't care much if somebody's legacy weapon does 3% more damage, but being able to fire a super heat efficient railgun twice as often does matter a lot. Also, some of the current experimental effects are very valuable, for example feedback cascade or super penetrator on a railgun, so having to choose between that and a secondary stat improvement is tough.
Yep, those are the issues.
Should we embrace the power creep and just allow combining multiple secondaries? I'd like a combined feedback cascade + plasma slug for PvE in small ships - I don't care as much for DPS, but being able to take down ships with SCBs without running out of ammo would be nice.
I'd rather they just forcibly convert all modules over to the new system.
This would crap up a lot of builds, including many of my own, but it would make sure everyone was playing by the same rules.
And therein lies the crux of the matter. If the new modifications don't allow a 50+% reduction in heat for the Railguns with an experimental effect, then FDev have failed to realise what makes a modification great and what makes it decent. The Beta will reveal how good FDev are at discerning that difference.
Yeah, looking forward to the beta.
Hopefully, if things are as off kilter as I fear, they can be persuaded not to grandfather existing rolls, or adjust the figures of the new modifications.