Look. I'm not doing this on purpose. My inner need to complain is just too great. I'd burst if I didn't. I know some of you would like that, but this is not the day for you to be happy.
Anyway. Modifications are kinda bad. Like actually having trouble to pick something for certain ships bad. Since several ships will have the option to take multiple modifications (while some are denied the option all together) this is an issue that will come up often I think. Also, of course, I'm making this thread because the Imperials often have multiple mod slots, or at least the ones we have been told about.
Lest I be accused (rightly so) of imperial bias, the Khiraxz also hates this.
Anyway 2. Here is the list of mods:
Shield Upgrade: Depends on pricing. It could be useful, but it is really, the most boring upgrade imaginable. It adds 0 extra fun to the game. No new mechanic at all.
Hull Upgrade: same
Stealth Device: Likely very expensive, and it has a limited usefulness based on your native agility.
Engine Upgrade: Very few ships can take it at all, and for those it feels more like a tax. Only the HWK and the different versions of the Falcon.
Afterburners: Also likely a pricey upgrade, but one of the good ones.
Tactical Scrambler: Extremely situational, and it doesn't help the ship at all. This is for the squad...
Static Discharge Vanes: This is fine, but feels unimpressive.
Munitions Failsafe: Good for saving your munitions, but very situational. Most ships wouldn't take this.
Electronic Baffle: It's a useful tool, but by the self damaging nature of it, not many ships will use it.
Advanced Slam: Two ships only again. This is quite unlikely to change, since that part of the lore is kinda dead.
Ablative Plating: Its an okay upgrade for the bigger bombers, but it is still decidedly meh.
And that's all.
Compare them in effectiveness of the Gunner upgrades, or Crew upgrades, or Talents... I get that since they are more common, they can't be that good, but the design with these feels very conservative.
I think most mod slots will be occupied by afterburners and stealth device, if the ship in question can take it, and you have points to spare. If you don't, you might slap on something just for the possibility of maybe using it, but my theory crafting attempts so far usually resorted to:
"I guess I take shield upgrade then".... Which, as stated, is the most boring upgrade in the game.
ALSO, where are my imperial mod slots???
Where is TIE mk II? Why only the scum and rebels get access to dial upgrades? The whole argument of "empire has superior mobility" falls apart when you slap a roughly 4 (2) points upgrade on the X-Wing, and then it has a better dial than any other ship in the game.
The loss of LWF hurts. The striker I'm sure will suffer, unless they become drastically cheaper, allowing more on the table. The Aggressor is a decidedly worse Y-Wing now, as it no longer has the green dice defense it once did.
So, I don't know. I might be just a miserable creature that is incapable of happiness (findings support this theory so far), but I don't really see the diversity and usefulness of other 2nd edition upgrades in mods. Which really hurts the ships that rely on their mods to be special, or to make up for the lack of other slots. (Ehm.. ehm)
Am I wrong? I know you will say yes, but convince me the sky is not falling, and mods are actually worthwhile upgrades that help ships, and the "imperials get extra mod slots" isn't actually an empty promise that helps no one.