For the love of god,
schema and
Criss DO NOT compare the chamber system to a tech tree. A tech tree you need to unlock through grinding and experience point and it's a completely different thing. You had me panicking when I first heard it on the video thinking "omg now there's experience points too?"
This is an upgrade system. A boost system. A specialization system. A great idea allowing for vast customization opportunities. BUT. It is not a freaking tech tree. Please don't confuse your players.
Weapons: I welcome the idea of internal capacity, although that will result in a rapidly rising popularity of slow reload, high alpha damage weapons such as beam/pulse and missile/beam, as they'll no longer require twice their block count in capacitors to fire. This isn't necessarily a bad thing though!
My biggest worry is the new scanner/jammer/cloaking system, namely the revealing of blocks. I think it is a bad idea, knowing how much of a load it can put on a computer to handle simple things like previewing a template to paste, or displaying a large number of connected block outlines, or even opening or closing a large door or forcefield (which triggers a logic bomb warning already at 5000+ blocks). The engine is not good at handling those, and several optimizations must be made on rendering before this idea can be executed without lagbombing the whole server.
Other than that I welcome the new power proposal, as long as it doesn't turn into another forced empty space paradigm.
Edit: On second thought, this seems more complicated than it should be.
1. Why the tech points? Why can't chambers just consume power? Why create a completely redundant different resource coming from the very same reactor?
2. Stabilizers. They seem like renamed heat sinks. Do the exact same: increase reactor efficiency by drawing something away from the reactor and thus have to be placed far away from it to properly function, preferably close to the ship's outer hull... rings a bell?