RAD's desc "Pinpoint Effects: 0 hull dmg (system dmg is preserved), +45 crew damage, +2 shield pierce (+1 if coupled with power module)", should probably display +90 crew damage to be consistent with how the other mods display their crew damage. It also says '+1 shield pierce w/ Power mod', but
RAD pinpoint: <damage>0</damage> <sysDamage>3</sysDamage <sp>3</sp> <persDamage>6</persDamage>
RAD+Power pin: <damage>0</damage <sysDamage>5</sysDamage> <sp>3</sp> <persDamage>6</persDamage>
which means both have same 2 shield pierce since 0 hull damage, I think.
Also for RAD+Power, currently RAD overrides Power mod's hull damage to 0, but since Power mod adds +2 system damage, crew damage should probably also get +30.
Or, alternately: The modular missile is the only other weapon where Power mod adds damage instead of shots/ion/beam length, and it's RAD+Power combo does 0+1 hull 0+1 system and 90+15 crew damage. So could use it as baseline and have RAD+Power pinpoint be 2+1 power 0+2 hull 3+2 system 90+30 crew damage 2+0 shield pierce, which... doesn't seem too unbalanced, and it'd allow removing the +1 shield pierce from this specific mod combination.
Few things.
RAD+Fire pin is `<damage>0</damage> <sysDamage>3</sysDamage> <sp>2</sp> <persDamage>6</persDamage>`, sp should be 3, because 0 dam beam and RAD is +2 pierce.
RAD+Hull pin is `<damage>3</damage> <sysDamage>0</sysDamage> <sp>0</sp> <persDamage>3</persDamage>`, persdamage should be 6, to match other RAD+hull weapons.
This box has credit to Race9000 on the discord, who noticed power+pierce pin had 20% breach and hull+pierce pin 130%.
Pierce pin and Fire+Pierce pin have `<breachChance>3</breachChance>`, and Power+Pierce pin has `<breachChance>2</breachChance>`, all should be base 2 plus pierce 3 = total 5.
Hull+Pierce pin has `<breachChance>13</breachChance>`, pretty sure effect doesn't go over 10, and if so probably shouldn't display 130%.
Pierce flak, Acc+Pierce flak, Fire+Pierce flak have `<breachChance>3</breachChance>`, and Power+Pierce flak has `<breachChance>1</breachChance>`, all should be base 1 plus pierce 3 = total 4.
and Hull+Pierce flak has <breachChance>4</breachChance>, should be base 1 plus hull 1 plus pierce 3 = total 5.
Despite RAD and Hullbust module descriptions, it seems like RAD+Hull flak keeps <hullBust>1</hullBust> because it never lost it's damage, and RAD+Hull bomb keeps +1 damage from Hull because never gained hullbust in the first place, like modular ion? If so, could change module descriptions to like, "When combined with the RAD/Hullbust module, if the weapon would both lose hull damage and gain hull bust properties, instead it keeps it's damage and doesn't gain hull bust properties." or something.
The base modular weapons without mods have proper descriptions matching them, but versions with mods seem to all have the same desc for modular laser:
<desc>Produced by Hektar Industries(TM), this is the base for a Modular Laser. It supports 1 attribute module and 1 status module.
Has no incompatible modules.
Fixed, although pin/bombs still have the 'has no incompatible modules'.
And personal opinions: power pinpoint could have a bit of downside, better than Stiletto is fine, but just -20% breach for +1 damage (and another mod slot) at same scrap cost is bit much. Would also make it fit with how power laser/power flak have plus 2 damage and minor penalty of +4 seconds/+10 radius.
Compared to other hull weapons, hull pinpoint gets hullbust, +100% breach chance to compensate for others hitting multiple times, but unlike others also gets +1 hull-only damage, for total of 8 damage vs empty rooms. The bonus hull dam seems bit much for a 2 power weapon that can slip past one second of downed shields. Actually, the breach chance is already better vs hull laser's 10% or hull flak's 20%, especially since it never misses and keeps 100% breach even against 2 layers of shields without the bonus damage, so it's not like that needs to be compensated for.