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If you pursue a pronged tech development strategy a couple of those techs are more tradeable than others such as the bombs and the stealth suit. Do you really need the best drive in the game?
Electronic computer buffs your starbases, outposts and PD cannons early game, at the time the AI likely has a bigger fleet than you have (at least at a decent difficulty level). I play slow tech, so by the time I research this, deep scanner has no use for me.
I do think the base game is pretty meh, so I only do mods (yours is excellent)
The formula is
Damage = Base.Weapon.Damage * Max((Weapon.Penetration / Target.Resilience), 0.75)
It actually never occurred to me that weapon penetration might be greater than the resilience, in which case you could get multipliers greater than 1. You're right about the heavy armor then.
I guess you're right about defenses using electronic computer, but I never find myself being attacked at that stage in the game except by pirates, which are no threat.
You can change the 0.75 value in the globals.yaml if you want to boost heavy armor a bit, personally I think it's fine.
I usually end up with most techs just from trading, whatever I research.
The list isn't valid with 5X because 5X rebalances everything, so some of these choices aren't so bad after all. For example, fighter bays are actually worth using, and you get them for free in 5X.
Beam weapons have "procs," which means the weapon hits that many times. However many procs it has, that's how much you multiply the damage reduction for shields by.