I didn't say that. I just said to make it so putting more pips in sys increases the shield regen. You can kick out the damage reduction. I'd rather have that mechanic instead of damage reduction anyway - better for ships that are tight on power not needing a SCB (or SCBs), and less downtime between combat being able to recharge your shields faster. Besides, the damage reduction mechanic never really made sense to me.
This is what I'd do. As well as retaining the current changes, I'd:
- Shield cells act as a "bubble" around the ordinary shield. They can be fired whether the shield is up or down. However, they can only be fired when your weapons are retracted. Deploying weapons removes the bubble. So they're a defensive item only. However even when retracted the shield cell bubble "leaks" 20% of damage to the ordinary shield/hull.
- This bubble slowly decays, at half the maximum rate an ordinary shield can recharge.
- Add a utility mounted item "shield charge speed booster", which doubles the ordinary shield charge rate (naturally requiring the energy in SYS). A third would triple, etc.
- Ships without shield cells automatically reroute their shield cell wiring to the SYS capacitor, effectively giving a free "shield charger".
- Reduce damage reduction from SYS pips from 2.5x to 1.4x for 4 pips, with 1.3x, 1.2x, and 1.1x for 3, 2 and 1 pips respectively. SYS pips bonus however doesn't apply to shield cell bubble, just the ordinary shield.
Shield cells are still a very useful defensive item. Even a 2B version gives 450MJ of bubble, which is much more shield than most ships. Even with a 20% leak through when you're running, you basically increase your survivability 5 times, and this includes hull. But you now can't just pump shield pills all guns blazing. If combat ships want to recharge shields quicker, they can, but they'll have to add shield charger speed boosters, instead of shield cells. These have a few tradeoffs, as they require SYS energy (so less to put in WEP and ENG), require a utility mount (competing with shield boosters and chaff) and aren't instant. Indeed it takes around 5 minutes to get the extra charge from one shield charger from SYS as just one 6B shield cell provides, so it's a more moderate boost.
So shield boosters will become what I suspect they were always intended as, a panic defensive mechanism. And they will become more useful for those who most need it, those in ships with weak shields to begin with, instead of being completely the opposite at the moment, where SCBs are most useful to ships with strong shields (as the ones with weak shields have trouble keeping them up long enough to fire them). The more balanced "shield charge speed boosters" will provide that badly needed shield recharge boost without having to use shield cells for just general recharge (as I don't think they were ever intended).
I think this is a balanced approach that could be implemented fairly easily.