I don't quite understand why weapon damage has to be calculated as a function of both shield and armor damage rates... why can't the engine just use the shield damage value for shields and the armor values for armor? This way, weapon damage would be even more flexible, you could create outfits like a shield-dropping EMP that wouldn't scratch armor, or hull-chewing antimatter streams that would just bounce off any shields...
-- Cinga
PS: I already posted it on the main EVO board, but nobody answered... I think it's a rather simple and intuitive tweak that would help to make the EVO engine more versatile.
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