If my ship is survivable enough, it's survivable enough. And, by your own logic: more money is more money. Why should I leave 10 million credits per a good RES session on the table?
If the opponent can't get my shield down in a fight, the shield is strong enough and more shield is not needed.
I don't ram (generally); pirates don't ram. PA-s are easily dodgeable beyond 1000m or so. Biweave high mobility hybrid hull tanks don't need SCB-s anyway.
If my ship is survivable enough, it's survivable enough.
Yeah, I threw that together years ago in about 3 hours (including engineering) during the Jupiter Division CG to fight off 'Vettes in CZ-s during that particular event. Followed the best practices and recommendations available on the web at that time and didn't think too much about it. It did its job then and I haven't touched this build since, other than putting in a prismatic shield. I don't like FDL (except it's aesthetics) and I don't fly one.
Glaives make GMRP-s less desireable, they only supposedly protect against lightning attack which is easy to avoid. But by your own logic: more protection is more protection, so GMRP-s are it for non-AX combat if they fit within the power budget.
I wouldn't call using fast charge instead of high cap on prismatic and flow control instead of super capacitors on shield boosters min-maxing, but whatever. Looks like doing overall compromizes to fit within certain design criterias and performance requirements you personally deem important—exactly the process I use for my ships—but whatever.
So ultimately they're just on-paper theoretical musings about ideal conditions and performance, that can be safely set aside for real world applications? Just like 140 dB SNR in a DAC is must-have on paper but made completely moot by 30 dB noise floor of real world living rooms and 110 dB maximum SPL of loudspeakers? And at the end of the day you should choose what does the job considering the mission at hand and prioritizing different on-paper performance metrics according to what you actually need. Got it.
That's not my logic. More money is not more shielding, more shielding is more shielding. More shielding is more valuable to a combat-purpose outfit - especially, as I'm now repeating for the third time, when the credit benefit serving as the only upshot for taking a KWS is objectively negligible. If you choose to take it, you are doing it for fun. That's fine if that is your choice, but it should be recognized that it is not a practical one, whether it be for the stated purpose of combat or the sake of profiteering.
More shielding means you can get away with engaging more & bigger targets more often and more frequently throughout a combat session. It means you can utilize ramming attacks more often, as well as survive more frequent ramming & just damage in general from opponents. It means (as has already been pointed out) you don't have to spend as much time micromanaging your SYS distro pip pressure from moment to moment. There's much more to it than just "can 1 opponent take down my shields", especially when combat rank gain demands extreme quantity.
NPCs do ram, it depends on the ship they use. NPC Federal Assault Ships, in my experience, are the most common offenders. Ramming is called the "class 5 hardpoint" for a reason, it can be very effective in quickly dispatching your opponent - if you can safely take the downside of self-damage. Ramming a ship to take down its shields and then instantly chunking its powerplant to secure a rapid kill is a common advanced combat technique. Do not undervalue the worth of ramming, as a player who prefers
not to ram most of the time myself.
PAs and ramming can be anticipated and avoided, but it's better if you don't set yourself up so that even taking one or two of these hits is a significant problem. Sitting outside of 1km all the time is a bad thing for optimizing your own damage output in most cases, especially where non-hitscan weapons & successfully rapidly destroying internal modules is concerned.
SCBs are an incredibly high boost to overall survivability, which again for the reasons already aforementioned, is an enabler to do more things in combat. Ignoring that at your own peril is, again, a choice you can make and that is fine, but it should be recognized it is not a practical one.
Remember, the original premise here is Djvortex's statement about
"where you have to weigh the pros and cons of each type of module" - and your own claim that "for combat ships I don't think anyone ever uses anything else than D-rated HRP-s and MRP-s," which is why I am stressing these things about optional slot modules to make clear why that statement is incorrect. If you've deliberately 'settled for less' in your personal efforts for ship optimization, that does not make it so that everyone else does the same as you, or that there aren't considerations that are worth making about the things you've disregarded.
Part of why I am stressing these points is that you are stating things as though they are 'absolute facts', when that is not the case - whether it be misinformation or lack of full consideration.
It is amusing to me that you'd willingly bring up a copy-paste "meta FDL" in a discourse about
not obeying the meta, but I'll let that slide as I feel I've illustrated my point about how even the "internet meta" itself is not really correct.
The lightning attack is the one reason to use a GMRP. It's not "supposedly", you can ask the AXI community and about why they include this information on their wiki -
including about why there is no additional benefit to having more than a single GMRP. This is well-established fact, to be absolutely clear: there is no benefit to investing power in a GMRP outside of Thargoid encounters, and absolutely none to investing in multiple. If you have spare power, there are many other better ways to use it.
"Min maxing" by definition means considering all aspects of the ship at once, not only certain values in isolation. If you are deliberately sacrificing the only way to improve your ship's thermal efficiency (which, again, also interacts with your WEP output, it's not just about heat level) just for the sake of a minor amount of extra MJ's that you are already egregiously inflating by other means, you are not "min maxing" your ship. You may be outfitting your ship according to your own personally identified priorities, and that is perfectly fine, but you ought to do so while informed of all the possibilities and potential values you can attain.
Remember, you said this:
"These two simply won't work without overcharged power plants, no matter how you try to optimize and min-max them." That statement, posed as absolute fact, was not correct. I was able to optimize them in such a way that they would work perfectly well without overcharged power plants. I am simply aiming to broaden your considerations of what's possible.
And no, this is not at all "just on-paper theoretical musings about ideal conditions and performance", you are incorrect about this as well. The loadouts I've shared with you are ones I've used across multiple long 4+ hour stretches of combat sessions, where I've fine-tuned and refined all of my loadouts, and taking the time outside the game to learn the nitty gritty details, in order to achieve optimal setups for efficient, enjoyable, practical combat rank gain & capability in all non-thargoid combat scenarios, where each and every "on-paper metric" has been realized in actual practice in recognizable and measurable ways.
That's what you would be doing if you were to actually "choose what does the job considering the mission at hand and prioritizing different on-paper performance metrics according to what you actually need" for outfitting a combat ship - fully considering all aspects, including thermal efficiency, ammo duration, potential effective shielding against multiple damage types, adequate hull & module protection against quantified threats to them, efficient use of all available module slots, efficient usage of all available power, effective power priority management, optimal damage output, damage types & delivery methods accounting for enemy movement/projectile time/chaff spam/need to destroy internal modules, optimal maneuverability (all aspects of this effectively being one thing as it's all determined by the same multiplier, as already mentioned), and I'm probably missing a couple variables on top of all this.
Try visualizing optimal outfitting of your ship as a radar chart
https://en.wikipedia.org/wiki/Radar_chart - you can absolutely deliberately decide to neglect or not maximize the potential of that list of the various aspects that would go on that chart, but by definition the moment you do so, you are no longer "min-maxing" and what you are doing is no longer "optimally best" for any given task, with consequences that are tangible and measurable in actual practice.
I say this often when regarding this game - in Elite, the numbers do not lie.