Sorry, OP, but I think this must be one of the worst suggestions I have read here in a while. SCBs are overpowered as they are at the moment, already. Auto-triggering them would amplify this problem, not mitigate it.
I don't wish to address the issue of cell banks with this, merely its usage. Having it manually triggered offers little to no advantage over having it trigger automatically, even more so for the disabled and the people playing on controllers and such, with less binding options.
As I've said it should trigger automatically (or this could be an option, even better!) when shields drop below a certain percentage which is when one would manually trigger them in most of the cases.
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It takes the last little bit of thinking out of this equipment, now you have to react before the shields collapse and - if they're nerfed enough - you'll have to decide how dangerous the current situation is and if you should waste one. With automatic trigger you don't even have to watch the shields, because any Anaconda will be defeated before a well-equipped ship runs out of shield cell banks, you basically just have to stay on the target and ignore the HUD.
I'm not for removal because for Elite Anacondas etc. they're helpful, but reloading them should disable your normal shield recharge for 1-2 minutes, so in a hard fight you'll have either one cell or a huge risk.
In rare cases one would not trigger a shield cell bank when shields are almost depleted. Even at the end of a fight it is never good to have depleted shields- for that case when a fight is over but you catch a stray bullet or something.
I just don't see the benefit of this. The skill involved here would stem from the persons ability to judge when to trigger it, but since shields deplete rather slowly or at least slow enough fot any person to react in most situations then i do not see the benefit of keeping it manually triggered at the expense of yet another key bind. If the shield cell bank is equipped then a person will use it, so why insist on keeping it manual? It doesn't really require a decision, it's more of a reaction to a certain situation thing, when X happens Y happens in most if not all scenarios.
It's sort of artificially increasing difficulty in that it's not so much skill based but rather another button to press for the sake of it. Not complex, but complicated.