I just cleared the campaign for the first time in years, and along the way I was reminded of one minor issue I've always had with FL- the length of time it takes for a shield to come back on after being knocked down. Using shield batteries is expensive and wasteful; for higher-tier ships a single activation can cost tens of thousands of credits when all you really needed was to jump-start the recharge process. Sometimes you're short of cash, or flying around in hostile space... for whatever reason, you need to stretch your supplies as far as possible.
So, bearing in mind that I have zero practical experience with FL modding despite having been around since the demo:
Obviously the game can recognize when the shield is full so it knows to only use a certain number of batteries, and it's possible to use batteries when you don't have enough to fill your shield, so there must be some function somewhere that decides how many batteries to use when the key is pressed. Is there some way to limit that function so that it only uses a single battery, no matter how many are available for use or what the shield's charge status is?
Also, would it be possible to map two separate activation functions, one of which uses only a single battery, plus the stock full recharge function?