I think the idea is excellent, but a step too complex. If nothing else, it becomes another example of "Must equip X to use Y", and there's enough grumbling about the two examples already in game.
For the others out there: My suggestion was pretty much
moving the Targeting Computers from a Utility to the Weapon Slots (Call 'em Targeting Pods, or something), thus meaning that if you want to boost your damage output, you want weapon slots - either for more guns, or better gunnery.
It'd help distinguish 'combat' builds from the current 'do you want half a dozen engines or half a dozen guns, everything else is the same' design. That said, if our favourite dev
likes utilities being the default option for builds, then that's fine... it was just rankling me a little bit that the difference between a 'combat' build and a 'stealth' build was in the placement of half a dozen slots out of, what, twenty-odd?
Well, that, and investing slots in utilities to make your shooting work better is cold comfort when the targeting computers get shot off and you're staring at a cache of miniguns...