I voted yes because almost everything about the new system hurts creative freedom, player experience, and depth of game play. Rather than naming a good mechanic, I'd like to poss the counterpoint of what makes a BAD mechanic. "If you need a strange workaround to implement a new idea, it's generally not a good idea."
New power is awful, and the tweeks to fix it only make it worse. stabilizers are a weird workaround to ship sizes and beams are a weird workaround to that workaround to try to make it work.
Using weapons as capacitors is broken. Right now capacitors naturally balance the advantages of alpha weapons. Separating defense into alpha/dot to fix it is a weird workaround
Bubble shields are in of themselves a weird workaround.
Chambers create fun effects that may be salvageable, but not as chambers of the reactor, not with a point-system, and not with FTL and Scanners built into cores. Shield chambers should modify shields, thrust chambers should modify thrust, etc, etc, etc... And their mass & cost should determine your limits, not some point system. This is so many weird workarounds to try to get a desired effect it hurts.
Integrity is a great idea for power 1.0, but seems redundant with other new systems like bubble shields, reactor beams, etc.
End Result: Learning curves just took a critical hit in the nards, because start-up is harder with so many unintuitive game mechanics and end-game is more boring because there are fewer (if any) meaningful technologies to be explored with complex logic systems.