A little more info:
Systems are now categorised in main (weapon systems), support (salvage, etc), and effect (new type with new blocks).
support and main can be hooked up to main systems. so you can hook up a cannon to a cannon/missile/etc, and you can hook up a salvage beam to a main.
Effects can be hooked up to mains additionally.
hoocking up a main to a main or a support will affect the output style: e.g. cannon+cannon = machine gun. the ratio of the blocks connected will affect the buff/debuff of what that weapon gains from the combination. For example a machine gut shoots faster but does less damage per shot. if you only connect a cannon that has half the blocks to another, you get a weapon that shoots 1/2 of the effect you'd get for 1:1, but you also do more damage/shot. the dps will always be the same. For beams you can shoot multiple beams at once in a cone shape for example, and you can do that with all beam weapons you have a combination for.
Effects modify the style of damage: there is anything from more block damage, more shield damage, and explosive damage, to push effect (shoot at the enemy will push him back), pull, and a stop effect. so basically with this update a tractor beam and a push beam are included.
As said all values are now inside a config and can be changed at will. in further builds that config will also be distributed to clients in multiplayer like the basic blockConfig.xml
I even plan to make those configs region/sector based. so an admin can load in configs. This can be used for the quest system, and the sandbox (e.g. in a nebular, make weapons cut their range by half), but also for minigames that just apply to one sector