The new power system doesn't really have "capacity" anymore anyway, so that doesn't really apply. All the power based chambers would obviously still be tied to reactor size, but that makes sense.
The rest of these getting turned into chambers was a gigantic mistake on Schine's part. They seem to have forgotten the purpose of chambers is to MODIFY systems, not be the systems.
I kinda do understand some of it, cloaking and ESPECIALLY jamming was too easy, but countering it was harder. A single block and 50 energy/mass/sec for negating player missile locks, making visual tracking harder, and making most unguided AI weapons miss by far, sounds a bit unfair, especially that docked hull protected from unjamming by motion effect weapons too, so that left your scanner,
which later required thousands of blocks to unjam a relatively larger ship (1 for every 10 mass) for only a short time.
Now, the new chamber system needs more sacrifices for a half-decent stealth ship, and full permanent cloak/jam takes up all 100% of reactor capacity AND a sizeable chunk of your power gen, AND forces you to leave your scan, jump drive and other systems on default. This sounds a bit more fair, especially that making a tier 4 scanner (which hard counters it) is still hard, but not as hard, on your chamber capacity, and certainly does NOT scale on enemy ship mass.
Ships now can't be jack of all trades, because of the limited chamber cap. You have to choose. You want a scout, you can have full stealth but crap jump and scan capability. You can have a scout that has good jump distance (or charge speed) and scanning but no stealth drive. You have to choose between combat stats or utility stats, you can't have a permajammer with 60% Ion, and a 30-block chaindrive that gets you to the next galaxy within 10 minutes, and even a jump inhibitor, in one ship. And despite being the guy who has every single design of his larger than a fighter with those specs, I welcome this change. Forces you to pick your ship's purpose and trade-offs. Makes fleet composition actually important now, and support vessels actually have a purpose now, which is electronic warfare (scanning and jump inhibition)
Now, before you spitroast me for saying this, on the oither hand I do agree, it's really tedious for classic survival scavenger playstyle to re-fit the entire power and chamber system every time something new has to be added. Same problem as ship design in general, you have to mind your system placement before anything else, and actually have to leave room for expansion if you ever want to upgrade without spending hours to re-arrange everything.