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As for kinetic vs energy, it appears that health doesn't matter nearly as much as those defense values. As all enemy ships currently use kinetic, there's no reason at all to use shields. I have no idea what convoluted math they are using to calculate the damage, but it seems that shields add more hp and add defense against the weaker damage type (although energy is very stronk because enemies only have armour, not shields currently), as slugs are much, much more useful than the short range energy weapon. To balance this out, they give a large hp boost.
By throwing an attack ship with all armour and an attack ship with all shields into a fleet of prowlers, i found that the one with armour took about 4 damage throughout the battle while the one with shields died within about 10 seconds. Defense seems to be very, very, very overpowered right now, to the point where health doesn't actually matter much. That damage boost module is good; a fleet with 3 small attack ships and one support ship with all damage boosters can easily crush literally anything in the game at the moment without even taking damage. I get the feeling these stack additively, as otherwise a support ship with, for example, 4 of them would get 1.12^4=57.35% damage increase, while 1.12*4 = 48% damage increase. However, that 57% would get fairly ridiculous fast; at 5 you would get a 76% increase or 19% higher. With the bigger ships, this would get even more crazy when you have 6 support slots with some larger sizes and more powerful modules in there, allowing for thousands of percentage increases. I highly doubt the devs would not see that coming and make it multiplicative.