So it then becomes a question of who has the biggest SCB. Or who has the most hull reinforcements behind their military composites. The point I was making is that nerfing or eliminating SCBs doesn't take the problem away. Without SCBs in the mix, folks would find another way to build a tank and that will then do the same thing to PvP combat, in terms of matching ship vs ship instead of player skill vs player skill. That's why FD limited the ship and loadout options available in CQC - because that has to be balanced for PvP because that's what it's there for. Just don't expect a perfect PvP balance to show off your superior skill in the main game. There's just too many other ways to play it for it to be optimized for that. In the main game there will always be a "toughest tank" build, if it isn't a stack of SCBs on a big ship, it will be something else, some other combination of hull and modules that will be almost impossible for a ship built out any differently to take down because it just outlasts what its pilot can't outfly.
Trying to create the kind of balance you are looking for in the main game just isn't going to work. Not unless you make it impossible to build a tank with decent firepower or multirole capacity and that will be so much to the detriment of folks playing a different way that FD would be idiots to do it. It would annoy WAY more play styles than it pleased.
Bingo. If you want variety, that necessarily means that there will be ways to optimise an outcome. CQC needs to be balanced pretty religiously because that format is more about skill, cunning and abilities. Using a ship to its fullest potential. You eschew vibrancy and component choice to ensure combat is balanced.
Open isn't balanced. 3x 3 medium guns of any sort aren't going to do too much to an Anaconda with an A class shield, regardless of boosters. Against 2? Not a hope.
This also illustrates a fundamental point, people assume they can win regardless of the asymmetry of a battle, because they often don't actually understand the mechanics. Class 2 weapons have an approx 33% damage penalty against large ships. So more helps. This is why FDL in a competent pilots hands can be deadly. There are 4 points that stack damage, overcoming a lot of the penalty.
However a courier has 3 points. Even with 2 rails and a plasma, it's going to be a tough job to kill a commander in an Anaconda. Why is the assumption the combat guy will win? If they are a) in a wing b) have a fit out the overcomes the damage penalty (rails and plasma and c) work as a solid team, with some cunning - they will be quite a match.
However taking on two commanders in Anacondas, that have a considerable weapon advantage (at this point the shields are almost irrelevant, the multiple class 3 weapons alone will cause utter destruction) should be a serious cause for concern, if you are rocking a courier.
There are examples being given when SCBs aren't actually a deciding factor. This doesn't help prove SCBs are bad.
I am all for a shield and SCB balance; it think however making everything killable by a couple courier pilots, regardless of situation, is not the sensible approach.