tl;wr (too long; won't read):
Keep power, add resistance, current, and by default, heat. Treat Reactors as DC power supplies, Systems as light bulbs, Conduits as wires, AUX as capacitors. Allow everything to be in series\parallel\separate with everything else.
Also, add an insulator block as a balancing tool to allow both systems stuffing and interior building to co-exist with minimal dis\advantage on small to medium scale ships.
DC Based Power Proposal:
Before you begin, I would like to thank you for making the effort to read the post below.
I would like to make some broad proposals. Do not expect a lot of nuance about block counts etc.
For the power system, I believe that a strong solution would be to model reactors and sub-systems such that they are analogous to real life DC circuits. (eg. batteries and light bulbs, and capacitors for AUX blocks) The math has been solved before and all of the complexity is there for the taking. Additionally, heat is a real issue and is tweakable by setting system efficiencies.
To follow this, you will need some terms.
Code:
Variable | How it is driven in the new system
V: Voltage in Volts | (Driven by Reactor(s) Design and connection(s).)
I: Current in Amps | (Driven by Reactor(s) Design and connection(s).)
R: Resistance in Ohms | (Adjusts with the size and state (On\Off) of the system.)
P: Power in Watts | (Calculated for each System. Not all Watts are excess.)
wP: Waste Power in Watts| (The amount of power which needs to be dissipated.)
sE: System Efficiency | (Percent of power consumed (not given off as waste).)
Here is all of the math a players will need to understand and design their complicated systems:
Ohm's Law: V=I*R
Power Formula: P=V*I
Waste Power: wP=P*(1-E)
To clarify the Voltage and Current notes above; elements in DC circuits can be connected either in line with each other (series) or in parallel with each other. These layouts have trade-offs for builders as they decide how to eek out the best performance while balancing survivability.
Series:
Each element (Reactor\System) is connected to the next in a long chain.
+Voltage is constant across all loads
+Voltage is equivalent to the combined voltage of all supplies in the circuit.
=Current is a function of R
-A single failure in the chain stops the flow of energy. (Although depending on how it's implemented in game, It could be assumed that any element connected to a reactor is going to neutral if there is no link after it. Thus the first part of the chain may stay active if the reactor connected can power it. And the severed part may have the same situation if there is a reactor in that portion of the chain. Thus both chains would be operating at reduced Voltage, but otherwise treated normally.)
Parallel:
Elements are connected in such a way as to create separate paths from the reactor to neutral.
+Current is constant across all loads unless damaged or changed.
+Taking out a path does not shutdown the other parts of the circuit. (However, it will change the Voltage going to other sections, possibly sending them over their max voltage, if such a thing is implemented.)
=Voltage is distributed based on R
-Can pull a lot more current
-Power Supplies with differing loads can "fight" each other, with negative effects
Also, I believe that the Aux Block could still have a home in the future (modeled as a capacitor, which it really already is). Although you want to remove regen, I believe that the ability to trade a volatile, dangerous structure inside your ship, for the ability to store and release a large amount of power could provide great complexity with a DC circuit based system. The heat trade off would still be present in whatever is consuming the power and again, and the path from the Aux to the system, and the infrastructure handling it, would need to be able to cope with the stress.
Finally, for the power part of this post; The entire state of the ship's power and sub systems can be presented in three bars. (Assuming the ship has one system in use and not multiple segregated systems) One for Voltage, one for Current, and one for Heat. To get fancy, an additional line could be drawn across the Bars to show ideal states etc. This could be sent as a few bits to something like the Decorative Chart block (just thinking of how it looks), and used as a display. Just mentioning that because I would love to see some graphical displays that mean something.
Benefits of the DC approach:
A surprising amount of complexity.
Conduits like real wires, can have a resistance, naturally creating loss over long runs.
Efficiency of subsystems could be adjusted in real time due surroundings.
Tweaking system voltage\current\resistance\efficiency scaling, has the potential to create interesting and even conflicting reactor, cooling, and infrastructure requirements.
The possibility of causing damage to a system from supplying to little or too much of something it needs. (voltage\current\heat dissipation)
Schematics would allow builders to communicate entire ships subsystems in a common language.
Math is easily discoverable, with plenty of youtube videos to help understanding.
Techniques to simplify and analyze large complicated systems exist and are readily available users.
Dangers:
Requiring low level builders to need to learn the intricacies of circuit design to make a simple ship work. All circuits not explicitly linked in series should be considered on a parallel path to neutral, and their voltage\amperage requirements should be wide enough that simple ships can use a single reactor to power all (or at least most) expected systems. One of the easiest ways to ensure this would be to make the subsystem resistance values close to each other for small systems.
Complexity Creep from, "Wouldn't it be cool to model..." (eg. shifting to AC and attempting to use RF interference modeling to calculate efficencies across systems.)
Some Other Notes about the OP's proposals:
Conduits could come in 3 types, Power (Wires), Heat (Heat Pipes), and Combined (with reduced throughput for each, but able to carry both.)
Reactors could have unpredictable fluctuations in the three variables when built too close to each other without shielding. The same could be done for systems.
Instead of a soft cap, perhaps reduce the stability of large reactors or simply introduce an efficiency curve which will reduce the desire to build past a certain size of weapon. [Edited to note: I am not advocating a hard stop, and I don't feel this correctly presented my desire to introduce a sharp corner in the complexity\danger curve of large ships\systems. I don't want to stop gigaships or cause a single meta to rule them all in terms of size, but feel that larger ships and systems could have weaknesses and concerns that smaller ships don't need to consider, and could sometimes exploit, while gaining capabilities that smaller ships can only cower in front of... (eg. Ya, you can come in for a trench-run style pinpoint attack and possibly lessen my ability to destroy your gigaship, dodging my turrets if your lucky, but you can't really dodge this 10k anti-fighter missile swarm I can fire once every 10 min can you?)]
I side with the numerous other people who have pointed out that, although it is only a place holder name, the idea of housing my crew in a zone so inhospitable that mechanical systems can't operate, is not appealing to my sense of RP. Perhaps rename it interference zones or something.
Also, in response to the void requirement between subsystems to prevent said interference, I propose a new insulation block which reduces a portion of the interference between systems (possibly a percent of the interference at the current location so that more insulation is needed when an overlap is large than when it is small). This would still require some space and not provide a perfect barrier between systems, but still allow a min/maxer to fill the space with systems and some insulation (balancing the mix), to eek out the very most performance they can from their systems, while allowing those who want to build reasonable RP space within a ship the ability to do so at reduced cost to performance provided they build in part of the ship where gains from system blocks would be less than 100%. Min/maxer's would still have the upper hand in a battle, but, provided the interior for the other ship is intelligently positioned, the difference should not be gargantuan. (This assumes overlapping area is not massive in relation to the over all ship.)
As much as I would love to see massive reactor detonations, I don't want to see them becoming hair triggers, even at the upper end. I do not miss the days of core drilling.
Edit:
Reading through another thread, I was reminded that if I don't call out to them, those in charge may not be aware of my proposal. Hopefully this is not frowned upon. If so, I apologize. I just don't want to be lost in the bottom of the pile and missed. With that said, I call to you,
schema ,
DukeofRealms ,
Criss ,
Bench ,
Saber ,
Lancake
[edited for clarity and to remove a malformed thought which may have caused misunderstanding.]