To repeat, I am not advocating anything from status quo - just seems the only logic that makes sense is one I entirely concede makes snese in my #138 - basically, just because something - anything - is needed to add time for game balance. Other realism, inherent rate limits, logic because xyz, etc all see to have major holes.
You misunderstood me because I was talking about passive shield recharge, not recharge from SCB. Also when I'm talking about "powerplant wiring" I'm talking about the power plant priorities you can set in your modules tab. It has nothing to do with any lore or technology or anything or that sort.
The pve side of what you said isn't really relevant; as soon as you begin your trip to the station you're no longer taking part in pve combat. So balance is no longer necessary.
For pvp? Hugely debatable to claim FD made it this way to balance station pvp.
Firstly, I think you're underestimating station pvp. I have killed many players outside stations. True, its less common than SC interdictions, but it happens often.
It's not just fighting around stations though. It also makes a huge difference in large wing v wing encounters because frequently players will have to jump out, rearm/repair, and then jump back into the fight. If your shields can be recharged instantly by docking, then wing pvp is much different. Right now, if you take someone's shields offline and force them to high wake out, you know they are going to have to wait for their shields to come back online. So at the very least they'll be out of the fight for 2-3 minutes.
In other words: your ability to get back into a group fight is limited by how long it takes your shields to recharge from an offline state.
If you could recharge your shields instantly by docking I know that people will abuse it. If I was a pirate and had some pirate buddies, I'd have 1 wing with an anchor in a nearby station, and then 1 wing in SC interdicting people. If your shields go down, you just high/low wake out and lock to your wingmate at the station, recharge your 1800 MJ anaconda shields back to full instantly, and then lock back onto your other wingmates. If people are switching wings it will add a short cooldown, but nothing compared to how much time you save by recharging your shields instantly.
Anyone who thinks that this strategy would not give you a marked advantage in wing v wing combat is mistaken. In an 8v8 between pilots of comparable skill, if 1 side takes 5 minutes to get back into the fight after waking out, and the other side only takes 2.5 minutes to get back into the fight after waking out, which side do you think is going to win? The side that gets back into the fight faster wins because they will have a numerical advantage on the battlefield. It's that simple.
The point I'm trying to make is that if you let stations recharge your shields instantly, then there is no longer a penalty for having very strong shields, so in essence that change is a buff for ships with strong base shield. For the anaconda in particular it would be a MASSIVE buff.
I'm saying if you have depleted shields, park up in a station and close the game, when you return many hours later and start up the game again the shields have not regenerated, that has nothing to do with how the pips are set.
This feature could be abused because of instead of having to wait in a potentially dangerous conflict zone/RES to recharge my shields I can just log out, alt tab for a couple minutes, and then hop back into the game with full shields.