Something I have noticed is that the Coolant system's numbers are kind of funky, leading to it feeling wrong somehow. I've encountered this sort of thing before and it's why I consider development to be so important, because I think I got the Capacitor system's Full Power action right.
Currently the Super-Cooling action enables a Titan to de-activate a system card for each cog it has available after crew is added and damage subtracted. This costs one other card to charge it to activation. This allows a Titan bring a card it activated back to its hand at the end of the round, available to play again next round.
Now, a quirk of Titanomachina is that some systems have a direct effect on the score, such as weapons and limbs doing damage, or sensors detecting buildings. Other systems have an indirect effect, such as blocking an attack, moving the Titan, raising shields to absorb damage, and blocking to de-optimise attacks. These indirect systems need to be well above the curve in their effects to justify players activating them instead of using them to power weapons, limbs, and sensors. The capacitor system accomplishes this by reducing the cost of one system by one card. Crew accomplish this by increasing cogs or decreasing damage, with the master crew giving three cogs for two cards, above the curve.
So what? Well, paying two cards, including the Coolant system itself, to deactivate one system is giving up two cards to give up another two cards. It's certainly not forcing your opponent to spend an extra charge card like the Emergency Venting does to Range 1 attacks, which works pretty nicely. There's really no motivation not to classify these as defensive systems like shields or armour, than support systems like crew or capacitors. Or at least in terms of giving players another live option in their hand.
I need to either increase the cogs of the Coolant system, decrease its charge cost, or change the way the Super-Cooling action works from doubling a system's availability over two rounds for the cost of two other cards face-down to something else. Something, of course, compatible with the other support systems. Something that allows the card to cost one cog for two cards.
What if the player just drew the card back to hand like the capacitor system does? I think that might justify the usurious cost. There's a marginal gain by which you can play the recovered card to block or simply leave in-active. It acts something like a swap then, putting the card back in hand as a preferred choice.
That's compared with, say, making it a charge 0 system, increasing its cogs to 2, or both. I think immediately returning a card to hand rather than merely deactivating it jives with the established capacitor mechanic, and in a similar way because now the system can be used to charge other systems, as well as be activated (or simply played unactivated), for a tempo bonus.

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