Possible new types of engineers could be added but as it stands now, ALL tech broker modules are simply not competetive for their respective G5 counterparts. A a guardian shield pack is much less viable than an evenly seized HRP.
A Shock cannon is far less viable than a multicannon and the flechette is not viable at all against anything that is not a big ship.
Most importantly most suffer from urgent lack of ammo. The total damage (assuming 100% shot accuracy and no falloff damage reduction) is usually not enough to grind through more than 5 NPCs or a *single* engineered CMDR ship.
Even a Python with 5 shock cannons could not grind through a prismatic Python's or FDL's shields with SCBs ... even with a feedback cascade, which reduces total damage and is purely situational.
Thus, basic blueprints like high cap mod or overcharged or generally increasing the viability of the modules that do have counterparts (which excludes the FSD booster for example). Maybe add basic secondary effects like oversized, smart rounds or the like as well.
But as it stands now they can't compete due to lack of access to engineers.
A Shock cannon is far less viable than a multicannon and the flechette is not viable at all against anything that is not a big ship.
Most importantly most suffer from urgent lack of ammo. The total damage (assuming 100% shot accuracy and no falloff damage reduction) is usually not enough to grind through more than 5 NPCs or a *single* engineered CMDR ship.
Even a Python with 5 shock cannons could not grind through a prismatic Python's or FDL's shields with SCBs ... even with a feedback cascade, which reduces total damage and is purely situational.
Thus, basic blueprints like high cap mod or overcharged or generally increasing the viability of the modules that do have counterparts (which excludes the FSD booster for example). Maybe add basic secondary effects like oversized, smart rounds or the like as well.
But as it stands now they can't compete due to lack of access to engineers.