Lets not forget crew placement on the mobula.
When the mobula came out, it was the biggest multitool ship for me.
So if you were to place brawling guns on the RIGHT side, and sniper guns on the LEFT side. You then have engineers that are positioned to look out for their correct components.
When in Brawl, the engineer on the sniper side will have focus on the hull, while on Sniping, engineer on brawl side is then on the baloon.
Because with the baloon you can dodge sniper shots easily.
The weapon on the middle is to be used for every purpose. If you would build the mobula how i described, either an artemis or a light flak should be used on the top by the captain.
While the gunner alternates between the sniper side and the brawling side.
(Im just listing strengths here)
With this, youve got a solid mobula put in good use without too much pilot tool use.
But the mobula cant place itself higher than that. Youve got builds where the 3 middle guns trifecta for a sniping/Brawling which defeats the firepower onthe mobula because if then it gets injured, it will loose firepower because it has to sacrafice a person that just used a gun to run and repair. It is slow to react, slow to get back into the fight.
The weapons are fine but the mobula is just slow to work around with.
The mobula has to forgive somekind of aspect. Is the mobula light enough for the ship to stay in the air for longer when the baloon is down with added drogue chute than other ships? That is then a forgiving factor, can the mobula survive for just a bit longer with one man on the hull? It needs to be a more forgiving factor.