Over the last...well...long time, CCP has been 'rebalancing' many things in-game. Up until now we've seen this rebalancing most heavily done amongst the various ships. And starting with Oceanus, they will be starting to rebalance modules as well.
I have mixed feelings about the work that has been done so far, as well as the module announcement that was made recently. There are things that I absolutely love about what they're doing, and things that make me cringe and feel a little sad.
While I love the fact that more kinds of ships are used more regularly now, I'll be honest and say that I really hate the entire concept of 'roles' that CCP has been pushing on us. I hate that everything feels so defined, and predictable. While I have choices, I feel like certain elements of creativity have been eliminated completely. A lot of ships have a 'standard fit' where it feels like the ship was rebalanced specifically with that specific kind of fit in mind.
While I see more types of ships in combat, it is much more predictable to know what I'm facing based on the ship the enemy is using.
Some people seem to try to break out of this and find 'creative' or unexpected fits for things, but I think they are fighting an uphill, losing battle. And, they (and I) eventually give up when they realize that another ship would simply be better suited to what they're trying to do.
Personally, I think that things need to be more generic, and that 'roles' and what a thing is used for should be left more up to the players. It kind of feels like they've taken away our garden, and thrown out our tools and seeds, and now expect us to pick from a pre-determined bushel of vegetables that they have grown themselves, and determined we need.
Not to compare spaceships with vegetables, or anything.
Regarding the module balancing they are doing, it doesn't feel like we are getting more choices. Just, that we are getting the type and kind of choices that CCP wants us to be making choices over. Certain aspects of 'choice' seem to be getting removed entirely --such as choices based on the cost of an item, due to it's rarity.