I will admit this looks a lot better than I thought, especially because I assumed you wanted to use current shield strength in your formula, and not maximum strength. My reservations are still there though.
Yesterday I wrote a hasty post because I didn't have much time, I apologize for that. Let me explain.
The crux of the matter for me is that these changes, though they would look a lot better than I initially thought, are still a net decrease in how strong shields are as an option at all levels. Simply put, these changes you propose can only make shields weaker in some situations, never stronger. And do we need this balance-wise? In my opinion, the answer is no.
Don't get me wrong, this suggestion is flavorful, and might even be fun. I am not against "leaky" shields in principle. I just think that unless shields are refactored somehow, these changes you propose are unbalanced, especially in the context of armour vs shields.
The situation we have right now is this:
- Early game, armour is really the only option. Early game shields cannot block any meaningful amout of damage for ships expected to TAKE damage. So, it's armour only for main line ships, and the problem is compounded by the fact that research points are at a premium.
- Mid game shields gets progressively more viable. However armour is still a very strong option. Yes, the optimal solution mid game is to have strong armour and as many shields as you can fit on your ship. But... do you have enough research to do that? And also, mid game having an armour only ship is still a good option, while a shield only ship is not a good idea.
- Late game yes you are correct, shields get stronger and stronger. Having some armour is still necessary though, and an armor only ship, while not optimal at all, can still work. Research is less of a concern at this stage.
So we have a situation right now where the research "curve", so to speak, is heavily in favour of armor until the later stages. Which is not a bad thing in principle, as for a lot of techs the balance during the game does not stay the same (I'm looking at you missiles, you're simply too strong early game).
But your changes would move the shields "good enough to use" and "very good" points even further down the research line, and I don't think this is balanced.
This is fact made worse by how research works. Especially at the start you don't have a lot, and so you'll dump a lot of points in one weapon system and one defense system. And I will argue that early on you'll 100% choose armour. Besides, shields require TWO different researches, so it costs a even more reseach points wise. To make an example, according to the wiki lvl 4 armor is 10000 RP. Lvl 4 shields with lv 4 shield regen is 8000+8000=16000 RP. From those tables on the wiki, shields always cost 60% more of the correspective level of armour, and that's before you research the actual shield component.
Your table, while correct numerically, is not taking into account that.
Until well into the mid game, you will not in fact have equal weapon and shields research level, because you'll be dumping more research points into armour. Shields cannot be used effectively early on.
And this is even worse for those of us who play with reduced research rates or house rules, because we stay in the early and mid game for a LOT longer.
So as you can see, these are my concerns. Aside from particle lances, and large warhead missiles which can still be used with massed boxed launchers, the issue is that there is a problem of early-mid game usability and research, and your changes would require even more research investment into shields to make them viable.
You suggestions, which DOES sound flavorful and fun, would only work in my opinion if shields were refactored to be more viable early on, maybe increasing the shield strength per tonnage or reducing the research needer or both.