1) Source that new engineers do not surpass the old one. What I heard is that "
almost all new mods will be
significantly better than was possible under the old system yet a very small number of edge cases will remain".
What everyone seems to have heard is that "All old mods that are godrolls will remain better" which is patently false.
2) All exploited mods were reset after the Grade 5 for grade 1 cost exploit was removed. I still remember the outcry from said exploiters who spent hours and hours doing it to whole ships only for them to be wiped.
This has been more or less covered on more than just a few other threads so this is very much a duplicate. So no it shouldn't be moved... It should be locked.
https://forums.frontier.co.uk/showthread.php/401234-So-let-me-get-this-straight
I'd say that the current engineers have the possibility to yielding
subjectively better mod results, as we currently have the process
adding in one or more secondary effects.
Those will be for choice in the new progress,
but they will become an experimental effect.
So from that i take that weapons will be impacted significantly
comparing old and new methods, the rest of the modules
might be rather stronger in the new engineers.
I understand that FD wants to allow the players to choose
whether or not they convert godrolls into the new engineers.
To balance and set a starting point for balance however,
they need to force the conversion.
I like the removed RNG and the slider approach the
new system has, however i'd rather have an experimental effect
and a secondary to choose from the list rather than the current exclusive approach.