On the other hand, this is my honest opinion:
Mods 2.0 has been a blessing in disguise for me. High spenders already had the comfort to pull high tier mods out of thousands of them. I saw the opportunity brought in by slicing and lowered cost of mod refills, went through my whole mod roster, still in the process but %80 done with it. The total change was very substantial, I feel I closed in the gap more and previously junk mods became valuable.
I don't like the 6e g12-7* cap at all. It's certainly not encouraging the last upgrade. With the introduction of upto 6A the situation will become increasingly worse as I bet the rest of those tiers will be driving a gap between who can and can't.
Mods 1.0 was the real fail. Firstly it's over complicated, it's not easy to see what that +100 offense brings you. They released it in an absurd state and went back on it within a week with a not well thought out adjustment. And the era of speed has begun, one stat that trumps all by an order of magnitude. And what's the big idea with allowing a secondary max cap (28 speed) almost the same as a primary (30 and only allowed on 1 mod type)? They tried to ail the situation a bit with mods 2.0 without pissing the communities long term investment and triggering refunds...but that only resulted in a slight change. I bet the 6e-6a will try to change this further, yet because of the last paragraph it will fail.