Second, Shield Bleed through is a bad idea.
Vector shields bleed.
But all-sourounding skin-shields can block the little bleed afterwards.
You can have a charged vector shields and empty global shield.
But when bleed plays a role most likely you have an "assault shield" like:
First, your vector shield blocks 80%.
Secondly, a small global shield on that vector shield module will block minor damage (weak attackers or stray shots).
Thirdly, the normal armor blocks will take 5-10% damage without breaking from a few alpha-damage strikes between reboots.
Forthly, the advanced armor mitigates remaining 15% damage.
Fifthly, or the shot pierces your armor plate, because the plate was too weak and hit your main ship.
Sixtly, the main ship has a global shield which is weakened AFTER hull from that docked plate.
Sevently, if the shot is above 10% shield strength, it is reduced only by 10% shield strength and "pierces".
Eightly, weapons are weaker because it's easier to get single shots to pierce protection layers with weak-dps weapons.
Ninthly, weapons damage your ships armor (a few spaced-out shots heal on reboot).
Tenthly, weapons are mitigated by the final protection layer which uses advanced armor to mitigate every shot below 15% original dmg.
Elevently, your systems are damaged (that's permanent, sorry, but your enemy was too big to handle even though your ship has an elite-standard military design).
There is no bleed against weak weapons.
Occassional alpha-damage strikes do no permanent damage (reboot heals armor blocks which are not killed).
After vector shields (which are the only bleeding), there is an additional shield layer.
Bleed to hull is intentional to reduce ion weapon damage in turn and to save global shield hp by sacrifying hull blocks in a local spot when shield gets weaker. Docked armor can easily be replaced, compared to a whole ship.
The new shields with the bubble in build mode should be actual shield bubbles,
True, but not only that.
When we get vector shielding on that bubble, it is nice.
Otherwise skin-shields should remain an option.
I would like most if bubble shields reduce weapon damage by 20% for taking 5% damage, then vector shields reduce it to 20% by taking 75% of damage from reduction% and finally, skin-shields take the rest.
Some shield vectors fail first, then the skin-shield gets down and hull takes damage but the bubble is still alive, so bombers will deal some additional damage by getting under it.
Shield bubbles can enclose a space with 8 times the mass of a ship but 1.2 times it's length/width/height.
That way it's 2x as volumetric but 1.2x as big and encourages empty space to fit tighter.
Personally, I don't see the point of disabling shields that overlap.
I agree.
In my proposal, overlap would not disable shields.
Instead, every layer reduces damage by a %, but only until a minimum %.
The last % are taken by either skin shields or - when depleted - by hull.
The more bleed, the more efficient - but all shield layers total in no bleed, unless desired between vector and skin shields hull can be placed by intelligent design.
You'd intentionally design it so that armor plates are damaged to protect your skin shields charge because that one covers "holes" in vector shielding through which your weapons fire.
Good aiming would hit those holes and bypass vector shields.
These shield vectors can be weak, but provide armor before shield (when you want it), reduce ion-weapon damage in real combat scenarious before your core ship actually gets damaged and offer 15% free damage reduction plus ionizing to recharge most spots during combat, leaving only a few holes in it to more energy/time-intensive low -combat-regeneration.
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Final note:
Civilians don't require all this separation.
They can work with standard skin-shields but take 2x damage as result.
That does not matter much when they are 50% bigger than you, they got 125% extra shielding too.
Maybe they have not so many shield-blocks, but even military shouldn't attack a 2x2x2x as big ship alone without strategy planing.