This may sound insulting but using a mallet to fight a gatling is kind of idiotic, while if you take into account ammo types they can take down armor quicker, using the spanner as the repair tool allows for a more consistent repair and stave off complete armor degradation long enough for them to waste the clip, and if need be because of the short cool down you can pop the mallet in an emergency.
I don't understand your statement, and it is a bit insulting (even though I don't think i'm the person you're responding to XD).
It is without a doubt a fact that mallet is the most efficient repair tool, time wise.
Repairing is also a commutative action, namely mallet then spanner = spanner then mallet.
I want to also point out a corollary to this: mallet allows you 9 (-whatever seconds it takes to breach hull) seconds to run around, spanner effectively gives you ZERO seconds to run around, since there isn't enough turnaround time on any ship to hit something else then come back.
These are the rules.
Now, if what you're saying is "pad the gatling strip with spanner until you can mallet with 100% efficiency" then yes, I agree with you. Theoretically the maximum time you can buy with efficiency is spanner -> wrench -> mallet given general gunner accuracy/greased use. However, the engie is rarely going to have all 3 tools. So you go spanner -> spanner -> mallet.
If what you're saying is "pad the gatling strip with spanner until 1% hull then mallet" then I will have to completely disagree with you.
One - Once overflow is out of the question, if you do 4 spanner hits you are already losing in efficiency (yes timewise) to a mallet.
Two - If you have enough time to pad out excess spanners, you could have appended those to the end of the mallet and have the same net repair amount - in fact, if you had taken those spanners out and double mallet hit instead - you'd be WAY ahead on hp repaired.
Three - if you misjudge the lower the hull goes the more chance they will breach the hull, and then its all over. High risk, low reward.