Speaking about weapons tho I have more thougths.
TL:DR - Give a rebalance to base weapon AP consumption to even the weapon tunings out again.
We got different AP consumption penalties for tuners becouse of the base AP weapon consumption. In that state you can't have it same for it will favor firearms and missiles a great deal. In current state firearms can still pack a few tuners without much significance on accumulator while magnetic weapons suffer greatly after putting even a single one on (go ahead and try firing all 6 EM guns on mesmer constantly after getting a single tuning on - without ridiculous ammount of Accumulator rechargers).
Now someone will probably think that the weapons need to be that way becouse of realism. I would beg to differ tho. We are using up ammunition - bullets have explosive powder, slugs look like they have a sort of bobbin, missiles must have fuel in them and energy cells are essentialy a battery.
i miss the times when it was near impossible to have any t4 medium weapon "to fire constantly", and injector ammo was 1/10th of its current size (f*** jita!)
If we talking about tuners, then Shield Hardeners and Enwar tuners must be rebalance too... Because today one HM with 5 tunings can drain into 0AP 4 HM(!) in 1 minute(!). Discuss.
well, that was my first point when it was announced.
Range extender and shield tuner are not having ANY penalty aside of their slot requirement.
ok, i remember the time when each range extender put a penalty on accumulator recharge,
and shield tuners had been active modules
both had their "penalties" removed, because "wasting a slot is penalty enough" (for the RE), and
shield hardeners made no sense to be active modules at that time.
and to top that, on missile bots, the penalty had no significant impact.
enwar tunings are ok... if zoom would ever fix their bug, and adjust the penalty to what he has implemented for other tunings