Yes, it's repetitive, but it's necessary, you guys need to dramatically reduce the stabilizer-efficiency distance gradient.
You need to fix this.
Your system currently is excessively dysfunctional, as the distance required for the stabilizers to reach 100% efficiency is absurdly large, and the stabilizers necessary to get full stabilization at reasonable ranges usually outnumbers the amount of blocks in the reactor group.
I get that you guys worked hard on this, and that's why I make this criticism instead of asking for its removal, but its absolutely critical that the necessary tweaks be made before release.
Instead of having the current model for stabilization efficiency be what it is now, make the distance equal to the dimension of the reactor, and be measured from the surface of the reactor.
In essence, take the width of the reactor, and make the 100% stabilizer efficiency zone that same measurement away.
For example, if you had a 5x5x5 group (filled with reactor blocks), make the 100% stabilizer efficiency zone 5 blocks away from the sides of the reactor, therefore, that zone would be 15x15x15 and larger, versus what would be currently an 83x83x83 zone.
I understand you want to gut the exploits of the game, but making the power system impossible to work with wont solve it. The best way to remove stick ships from being a thing is to exaggerate the turning slow down so that it takes 30 seconds for a 1k long ship to turn 90 degrees, or implement a structural integrity system that would make a stick ship be dismantled by almost anything.
Your power system on paper allows for more creativity and less exploitation, but so far, it will require fundamental changes to simply function in place of the old system. If you want this to work, and to work well, you absolutely MUST reduce the stabilizer efficiency distance gradient to something reasonable. If you want to fix an exploit or an issue, don't change the framework of the game to do it, just implement a system where everything except that exploit works, or balance out either that or everything else to be just as efficient, or change something small as to lessen the exploit's ability to work. Changing the power system must be a process that is thought out to the maximal degree so that it doesn't make the game unplayable. You guys have done a pretty good job except for this one issue. If left unchanged, StarMade would be better off on the old system.