Is it just me misinterpreting your stuff or you really think all the flaks done their damage pre-rework? Spazzy's thread was to point out how out of all the flak projectiles in a salvo only one did damage to the target, the rest got blown up before reaching their destination. To sum it up, increased missile health is to ensure the first one won't blow up the rest, increased mass is to ensure the first one won't blow away the rest, decreased damage dealth by each missile is to mitigate the otherwise vastly increased damage output given all the flaks do their damage now. Currently you can deal the same damage with 2 flaks as you could with 3, 4, 6 flaks in the previous system, sounds like a buff to me, especially for caps with low amount of secondary turret hardpoints.
@Thyrzul, it does sound like a buff, but it is in fact a cloaked heavy nerf. That is what I am trying to point out here. Spazzy's setup didn't work because it was set up in a wrong way. The 3 flaks on my Valor and my Redemption would almost always do damage when they exploded, all of them, because they are placed on the right hardpoints. The same goes for the 4 flaks of the shared BAF| carrier and the 2 flaks on each of the other battleships I have access to.
This is why I prefer Wesker dealing with cap development, instead of the founder of the Rogue Torpedoes Squad.