maybe batteries could be more geared towards regen while the 'power' itself is the storage componet, power have the bank, but some with some regen, but you need to buy the batteries for an effective power, this could make more creative setups, like a low bank high regen power setup for lighter ships and such
I am not sure, we will see. Would not be called a battery then, sounds silly for a battery powered ship. "I just plug in my triple A's and go."
I dont want to make SF overly complicated, but I wanted the modules to have a couple submodule slots, where for example
MainModule: POWER
SubModule: FASTER REGENERATION
SubModule: MORE CAPACITY
MainModule: ENGINE
SubModule: FASTER TURNING RATE
SubModule: HIGHER TOP SPEED
SubModule: HIGHER ACCELERATION
MainModule: WEAPONS
SubModule: FASTER FIRE RATE
SubModule: MORE CAPACITY
SubModule: MORE AMMO
SubModule: LESS ENERGY PER SHOT
SubModule: LONGER RANGE
SubModule: FASTER DISTANCE
Junk like that. So if you would click the module engine, you would have two extra submodule slots to pick from. (2 as in a default number). Just to state, the whole equip modules will be alot easier then it is now (Allowing moue clicking/drag dropping) and you will be able to save ship setups, too

For now I was going to just use Battery however as a explode type in the end of there life, just so you guys have this option for now. Granted I would not use the name Battery but it is already in game and its a hassle to add a new module.

I might have another way to add it though and I will see (Bitfields)