Topic: Balance game choices better or remove them...
Anything that increases something should have a negative effect in other places. Sometimes these balanced are not what I would call balanced. An example of bad balance would be simply adding higher fitting requirements to allow longer range tackles or superior tanks. I am in no way saying balance is an easy job but if you're trying to have a balanced game that doesn't require constant changes (Almost impossible) then the current system is not going to work.
Range extenders are great for some people but when used correctly they cause much whining. Demob ranges go from a new player only able to reach 120m to a pro player with special fittings reaching 250m with the same module. (Even further with a T4 module!)
If anything this game currently has a FOTM balance system currently in place where once players lock onto what they consider "The best thing" a balance change is needed to force imagination of new fittings despite them already being possible.
Perhaps there is too many module choices now and not enough robots? Fittings make very little visual difference to robots so there isn't any reward for non-PVP players to play with fittings (As anything that shoots can usually PvE rather well no matter who's using it.)
It's a matter of optimization, alts and specialising. Most new players won't get a chance to do this unless they save their free reset for many months and then specialise (Which us older players got to do many times).
Strip the game back to its core and it's a lot of fun! It lacks a lot of choices then but it's damn fun when modules don't effect a chain of other modules. I am not saying this should be gone as it's very much an extreme but right now there are more modules and fitting options than there are players..