Thoughts on your mods update:
Slicing and introduction of the 6 pip mod done well IMHO. I don't mind something I can actually farm and get SOMETHING from. It's similar to a dust system or token system at the end of the day. I don't find the reinforcement farming to be horrific. It's slow going, but ok, it feels rewarding somewhat.
The mod facility and QoL aspect also seems like a bonus in many ways, somewhat because what we have now is so bad, but also some thought went into it, thank you for that and the above.
HOWEVER.
Dropping the acquisition rate of speed on mods is just...draconian. COMBINED, with the disconnection between tickets and energy. I understand you've created four energies and 600 is too low a number if any of those could work, somewhat that argument makes sense, BUT, what if I don't want to farm cantina nodes or regular energy nodes and what i'd rather farm is ship nodes and mod nodes, and still contribute to my guild? You've really stripped choice out the equation here, and although I'm not f2p, i think you're really doing wrong by your f2p players. How do they have any sort of meaningful improvement curve on their roster and still get their 600 tickets per day?
When you have already demonstrably horrible odds in this semi-end game aspect of your game in mods, please don't exacerbate these things like this, AND make it worse for f2p players. My guild has several f2p folks who are friends and we don't want to have to kick them because they become a complete impediment to doing well.
Also consider some sort of long term grind reward of a sort for something with horrible odds of success. For instance a dust or token system. Maybe I roll 5 refreshes a day on mods and I just get TERRIBLE RNG (isn't that all too familiar?), let me get some sort of token from THAT, so that i can actually buy one someday that might roll up for me, please. The ways of buying mods now in the shipments is not a reward for spending energy trying farming for mods, credits don't come from it, and ship currency doesn't come from that, you've got in inefficient punitive system setup that way for mod farming, and now you're going to make it WORSE? please, please, consider how your acquisition systems work here folks.