+1 to this.Back to the topic.
I was thinking scanners and jammers could be module controlled and have similar features to the weapons where you can cross connect/slave them to produce different effects. That brings me to the effect side. You could use the existing effects to convert your signals into something that could either be a weapon, scientific use or something else.
The modules could either be used to increase range, accuracy or whatever. Perhaps with the effects and weapons slaved it could make the pulse rate quicker as with slaving cannons or increase range by using some effect.
You could introduce new effects with a primary focus on scanning/jamming, but allow them to create new weapons etc with new combos.
I would actually like to see this in most of the technology provided in this game, so the players can come up with new and inventive uses for everything.
Scanner by its self could just be meh at everything, have mediocre range, average cool-down and information.
Combining it with different effects:
BEAM:
-Deep-Space scanner.
Huge range, long cooldown, relativly detailed, large power consumption. Does not uncloak ships, but may indicate that they are in the vicinity. Indicates sectors where jumps have previously takes place (past5-10-20 minutes?) but does not say where to.
CANNON:
-Warp Scanner.
Short range, short cool down, low power requirements. Detailed information, uncloaks/jams ships at close range (potentially dependent on their jamming power vs your scanning power). Also reveals previous jumps that have occured in the sector (past 5-10 minutes?) and where too.
PULSE:
-Gravaton wave Scanner.
Unleashes a powerful short-mid range scan with extremly high cool-down and medium-to high power requirements.
Marks all visible ships in its range (not cloaked or jammed) and will tell you the marked ships locations for 30 seconds/2 minutes etc (only marks mother entity, not chain docked entities).
MISSILE:
-Combat Scanner.
Only scans entities that are currently targeted (with the 'f' function). Provides user with shield recharge/power recharge/weapon types currently on their hotbar/jumpdive stats of the target AND notifys the target that they are being scanded.
There you go
I think those are relativity balanced, each fufill different jobs and some have good synergy with each other and would all be worthwhile having on your ship.