This is just my casual observation: most people don't like to deal with efficiency curves, algorithms, or even arithmetic with large numbers. Especially when making decisions in complex environments or building multi-faceted constructs. Most of the time, they wont even bother looking at the mundane statistics and instead 'feel it out' as these things progress. I confess to a mix of both, since both appeal to me. Going straight to the point, CPU feels like a complex solution to a simple problem. If you wanted to specialize a ship, you only really needed a set of blocks that accomplishes just that - a type of specialization. For example, a "Maneuverability Core" that increases the efficiency of thrusters and RCS, but limits the amount of other devices like weapons, constructors, and worsens fuel efficiency. Make it an interesting shape to set it apart. Still want those sweet high end upgrade blocks? Sure, just attach it to the ship and it improves its strengths and further increases its disadvantages, up to however many tiers you want. There aren't really even that many categories of parameters to improve on ships, so it's not as though it would be terribly difficult. + Top Speed and Manueverability + Weapon Damage and Fire Rate + Fuel and Warp Efficiency + Shield and Armor Strength + Mass and Volume Efficiency for Cargo + Improved Mining Rate and Returns + Improved Constructor Speed, Limit, and Energy Efficiency There are probably more exotic specializations others can think of, but those are the major ones. For example, an anti-personnel variant on weapons that specifically bumps up damage against NPCs and Players. I acknowledge that there is less flexibility in specializing a ship in one particular way, but I think giving ships and/or bases one specific advantage gives them more character and gives Players a reason to have a variety of craft. Frankly, it's also easier to understand and more likely to be properly taken advantage of by even the most casual players. Keep it simple.