This talk about uneven distributed resources reminds me of the old Civcraft servers which, while now dead, did a lot of experimentation of how to set up such a system on the large-scale in Minecraft of all things.
Edit 1:
Also, I love the idea of this. But, I think that there needs to be some way to design competitive ships in lieu of some resource. Which now that I think about it, becomes easier with the chamber system.
For example, in lieu of having the resources to build shields you are able to access to a few resources that make your armor tougher, and that give you the ability to better counter shields with your weapons.
And, along the same vein there should be a better system of weapon specialization. For example, Someone has weapons that are specialized against shields and average against kinetic defenses such as armor, but I have the ability to specialize a weapon that's really good against heavy chamber assisted armor, but absolutely horrible against shields.
This way, I can specialize my ships to be good in certain very specific areas, but bad in others, and that could be based on the resources available to me.
Now that I think about it, the chamber system is a good start to this. But, to truly make it make sense, not only does there need to be a system of more rare and specific resources, but also a little bit of a rethink and re-specialization of weapons.
One way, I think, that weapons could be re-specialized without completely scrapping the (fairly creative) system of combining weapons that we have now is rethinking the weapon types, and making each more specialized. As well as coming up with more damage and resource specific weapon combos.
For example, instead of everything just being a generic energy weapon that does average against shields and average against armor, there should possibly be a differentiation between different types of resource specific weapons. Instead of cannons and missiles being just another energy weapon they could be more geared toward kinetic with EMP (chambers) giving them some ability to overcome shields, but not great ability. Beams could be focused on shield damage due to being a bit of an energy based weapon. And, a new weapon, lets call it 'plasma' could be a compromise between shield and armor damage.
Instead of the effects modules we have now, there could be resource specific weapon 'chambers'. And maybe instead of having the current system of combining different weapon systems for different effects there could also be resource specific 'firing effects' that act in a similar way to the way weapons work now, but due to being a different category would give a slightly more sensible way of combining things.
An added benefit of tweaking the weapon system to have effects be moved to a chamber like system and things like rapid fire, shotgun, high-explosive (more blast radius) moved to 'firing effects' would be a degree of added granularity not only in the ability of the devs to balance things, but also in balancing around, and contributing to, a larger possible economy.
Those are my thoughts. Maybe I should re-post this as a proposal. Feedback is much appreciated!
Edit 2:
Having a wide variety of resources behind walls of uneven distribution that are balanced in different areas would also make it much harder for any one faction to get all the resources needed to build a titan that is strong in all areas. In terms of kinetic defense/offense and energy defense/offense. It would make it easier to a fleet of smaller ships each specialized in different ways to take down larger ships with a heavy focus on one way. This would encourage alliances to be able to take down large titans. And, this would make it harder to specialize any but exceptionally large ships to be able to have strong specialization in more than a few areas due to the space required to build ship effect chambers, weapon effect chambers, weapon 'firing effects', shields, armor, thrust, power, ect...
Edit 3:
Thinking about this also gives me a clearer understanding behind why the devs chose to have chamber size be based on a mass relation to reactor size. You would need a larger reactor to effectively power a larger ship, but by making the chambers also need to increase in size the system helps to make it that much more difficult to build a ship that is 'chambered' in more than a few different special abilities/passives due to space constraints. Without the mass relation between chamber and reactor it would be far easier to build a ship with the ability to have effects in all areas.
While this would make the ship weak due to lack of specialization, it would still leave the door farther open for large ships to be able to get away with it due to just having space.