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I leave room for additions to the power grid, other than that if players want to play with wires they can go into the editor and unlock/unhide them themselves.
Most "systems" are as is anyway. No need to modify stuff other than silly things like an auto door here or not here, an alarm or light maybe.
You really think many people are building emergency stop circuits in game? Or text to command systems? Some circuits are so complex you are a masochist if you do them in game. Hell my subs would need an entire room dedicated to components. Would just be a wall of nonsense no one that didnt build the sub knew anything about.
So no, fook that, hide wires and comps all day. Anything but the most basic af sub would be an absolute mess without comp / wire hiding.
I mean load up this sub I made and tell me how you could have all those comps and wires in a place that wouldnt ruin the entire design of the ship.
https://mega.nz/folder/PY1xybZa#Ge8iIhAYXYdhE8bpe0vs3w
There are some items that I will turn off interactions for, such as a light that's overlaying a button (if the light was interactive then it would be very annoying when trying to press the button!), the only time that can be frustrating is if I've made a mistake in the editor (e.g. like that time I connected the wire to 'toggle' instead of 'set_state' which resulted in a flickering light) but such things are easily fixed in the editor and the sub re-uploaded to the Workshop, it's a minor thing and about the only time I 'lock' something functional like that.
So IMO I make the sub, if someone uses it in a server then it's up to them what they do with it, if they have problems with griefers then that's their own lookout, if they want to rip out all the gubbins and make their own circuits, I don't really care as I'm not likely to ever be sailing in it with them. I don't add reactor controllers to subs other than my early creations which I mostly just played myself, now I prefer the interest and challenge to add things like that in-campaign.