I know I keep saying this, but with the addition of new (official) races, I’d dearly like to see the “restrict” definition for modules take multiple arguments.
restrict = “federation”,“rebels”,“empire”,“alliance”,“tribe”
So that at the very least the existing races can have many of the modules limited to only them (many would be unrestricted, like most armor, some basic weapon types, crew modules, etc).
Then any new races might be far more constrained doctrinally by what modules they are given—a new race might have lesser crew requirements, another might be a hive race that requires many more crew, etc.
The point being to maximize the differences between races.
A few threads have mentioned SFB. I played that from the zip-lock bag editions back in the early 80s. What I hated about all the new SFB stuff was that to me, it became homogenized. All races had each class of ship, all had fighters, the weapons started looking the same to me. Yeah, the lyrans had their ESG, and the kzinti drones, etc, but it was never “right” to me for whatever reason. I played (even with new boxed editions) in very much a 1960s TV show era with photons vs disruptors vs plasmas almost to exclusion. That goes to another point I have made about novel scenario goals (attacking planets, etc) to make the slug fests occur within some framework that might require a little more thought.
PS—the “probe” module would be more intimidating if it was the “anal probe” module.