You are suggesting the REMOVAL of intelligent building. The removal of block-based solutions from a voxel game that has tried to keep as much block-based as possible. The removal of almost any and all systems engineering from the game.
mmm, "consolodation of filler blocks" anyways. And again, as a stepping stone to see what overall resource to effect to ship % to whatever ratios work well.
Let's examine the various main systems:
Weapons: "grouping only matters for output blocks", the rest (2nd efect, 3rd effect) "has no reason to be concentrated"
Shields: grouping and placement has no value other than chaff.
Thrust: Grouping and placement has no value other than thruster plumes
All passive effects: Placement doesn't matter, other than as chaff
Sensors: Placement doesn't really matter.
Jump drives/inhibitors: Placement doesn't really matter
Cloak/jam: Placement doesn't really matter (but consumed E/sec does, analogus to consuming the SHP of that reactor)
So....yeah. Why bother haing them as descrete units when stuff like "thruster outage" and "power failure" events are already tied to the total SHP pool, not the systems in question??
Let's take it another step down the chain: Thos thruster/power outages at (%):
-have each system drop offline/take penalties when the SHP Pool hits their personal value. EG 60% thrust 5% weapons 5% ion 5% 20% shield cap 5% shield recharge. that's the distribution of (arbitrary ship) systems with the current system. pritty much ALL of those values give no shits about where you place them.
Why the hell not make them "tweakable, easily, in a shipyard" without remove/replace lagbombs?Have each ship's "weakesses" show up at logical total-pool events from those values. Same result easier roll-out and balance.