Well, after some days of thinking and accidential posting I want to share my thoughts. Some of them already was mentioned here, i just combined everything with my vision of the future of starmade.
1) Reactors
While I disagree with some aspects of proposed system, I agree that power system needs changes. As well as other systems. Currently, as already was said, power system is the MOST complex and creative, while being highly absurd and without much possibilites for further development. Current system is blamed for forced design choises, but proposed system, with all its heat boxes, penalties for multiple reactores and unability for those heat boxes to go over ship's dimension box - proposed system looks like it forces even more this design choises. But, unlike the current system, it has great, no, GREAT potential if implemented correctly, just think about complex reactors with various ways of generating energy, or even shields, thrust reactors, and dealing with heat. Personally, when i think about it, i remember old IndustrialCraft reactors in all its complexity and glory. There were many ways of working with them. You was able build highly dangerous but very effective reactor, which generates LOTS of energy in seconds, but then cools down a lot, or classic non-stop working reactors, which can get rid of heat on its own, while loosing efficiency, or those who store this heat in capacity elements, which must then be replaced or cooled down, etc, etc. Designing those was fun, creative and not easy process with various absolutely different results. It would be great to see something like this in starmade, just imagine how different reactors layouts would significantly change tactics and design choises. As for regen-based power system, i agree with this problem, if you make capacity MORE powerful, it would create place for interesting concept - small ships with highly powerful weapons, but with limited amount of shots.
2) Cooling system
I like the idea of heat, but instead of horrifying heat boxes of intergalactic terror and somewhat strange replacement of energy with heat, lets have independent energy and cooling systems. To do so, let other systems generate heat too, for example shield reactors, this literally means replacing shield capacity with amount of heat you can store in your cooling system, and shield regen with your cooling speed. Quality of the shield reactor affects amount of heat generated after a hit taken, or give some special effects. The same can be done for thrusters, jump drives, and so on. You can handle with heat locally - near your systems, or transfer it ( probably via isolated conduits) to a more efficient central cooling system(or systems, if you have many), you can just store it in some heat capacitors until some limit, or slowly radiate heat into space via radiator blocks. For the sake of not making learning curve too hard, small ships should be satisfied with inherent cooling of those reactors.
3) Weapon systems
In a way how I see cooling and energy system, weapons can't be kept fully unchanged. Linear dependence of damage on weapon's block count, should be replaced with linear dependence on energy supplied, while block count will increase efficency of used energy, and decrease heat generated. In detail, weapon groups will be able to request some amount of energy, this amount CAN BE SET BY PLAYER manually or through weapon panel. Each shot consumes all supplied energy (supplied <= requested) and deal damage linear to this energy. Block count can increase damage per energy point in logarithmic fashion or even not increase it at all, and, what's more important, decrease heat production, if weapon group block count is too small for amount of supplied energy, weapon group can generate too many heat and shut down until reboot or even explode. This mechanics can solve the "Too many sys blocks" problem without any restrictions
(because of logarithmic curve of blocks/damage and linear curve of energy/damage, which means the damage is only a matter of QUALITY of your reactor and cooling systems), and bring a lot of tactical oppotunities to the game - such as energy distribution (all energy to warp-drive/cannons/shields thing), and small capacity-based suicide drones, which deals one extremely powerful shot from a small weapon, and then explodes because of exessive amount of heat.
4) Power and heat transfer?
Obviously, energy consuming systems must somehow recieve energy, just as cooling systems must recieve heat. There are two polar solutions of this.
First way, is how Starmade transfers everything now - nohow. Really, there is no transfer, all systems can instantly and through vacuum get energy wherever they are. N. Tesla would be certanly pleased.
Second way - transfer energy, heat, maybe even shields through wires and power zones. Again, small ships can be easly freed from this problems - instead of heat influence area, reactors could have power influence area, aka power zone - zone in which reactor can wirelessly transfer energy to systems. For small ships, reactor will have enough power zone size to deliver energy wirelessly without any complexity.
Problem is - I cant choose which solution is better, while wires add more ways of working with all systems and they are major weak points (so you want wire connections to be duplicated) in pvp on big ships, all this wire mess can be too complicated and boring.
I just felt that I cannot not to mention this idea, even if i find it wrong in many ways . So in conclusion i wouldn't talk about this.
Conclusion
So, in short, how this system solves problems, stated in the original post, what can it offer and its flaws.
Indeed it can offer a lot -
Huge diversity in ship design and roles.
Generalization of ship effectivness - power and cooling systems are literally everything for your ship, since every system consume energy and\or generate heat, and block count of thouse systems only determines how much energy you can feed them without consequences and a small logarithmic coefficient - so effectivness of EVERY system depends on how good are your power and cooling systems.
More tactical combat with energy distribution.
End of current "more blocks == better system" paradigm.
And some words about shema's stated problems:
- Forsed design choices. I think this problem isnt fully understood by many folks. It's perfectly ok if game has some designs that are better than others. What is not ok - when there is ONE design choice that is better than everything else, and that's literally starmade current power reactors. Yes, it's a complex task to fit them in difficult shapes and gain close to maximum output, but seriously, their mechanics is very one-sided - the larger is dimension box, the better is your power output - all my medium ships and turrets have waffle of those reactors through entire ship. While the main idea of my thoughts is too make systems as diverse as possible.
- Complexity - as i already said, the system I describe is easier than current on small ships, but shines on the large scales.
- Focuse on regen and Excesive amount of blocks already was nicely described before, so lets talk about the main flaw of my system:
I dont have a clear vision on reactor mechanics. I just took shema's not fully described idea of such reactors, that encourage quality but not the block count, and combined it with my thoughts. Shortly, that theoretical reactor must have some major characteristics based on it's design, some of them are - energy production, heat generation, power capacity, efficiency per block(or even per fuel point, i personally like idea of consumable fuel) and safety - and while you want to max them all out(except heat generation ofc) you cannot do that - you can find a balance between, or trend to some characteristics, while sacrificing others, or make an extremely one-sided or two-sided reactor - for example capacity/efficiency-based-reactor for those suicide drones i mentioned before. That's good on theory, but I dont have a clear idea how to make such reactor, that cant be easily abused.