To reword what you've stated, the repair charge is the only item that interacts with internals. That supports the idea of removing the repair charge. That's removing one item instead of removing two internals which have use outside of the full orblord build (I actually run extractor on my Infil and repair kit on my Brawler). Nerfing any of these internals is not what we want as it would make them useless in any other context.
The above argument combined with the redundancy argument is plenty to indicate that the cleanest solution is to remove the repair charge.
As Hyginos poetically stated, Hawken's competitive league banned the orb lord internals (EX and RH) and there were no issues with players carrying orbs. Nobody complained that there were too many orbs, or that someone was too powerful because they were carrying 3 orbs. Not a single soul. As a matter of fact, the only item that people did complain about was the abundance of EMPs flying around. There were plenty of people very upset by that.
As a result, if we applied your same prioritization method of going for the the "cleanest solution" to the problem of overpowered EMPs, then we'd be removing EMPs too. I do not think that the solution to addressing an OP or UP item/internal/mech/whatever is to outright remove it from the game. That's lazy, it's throwing a ton of development work away because someone was afraid to modify a few fuzzy bunnyng values, and it's basically amateur hour game design. No serious game developer should ever throw their hands in the air and remove an unbalanced asset before trying to balance it first.
To reword what you've stated, the repair charge is the only item that interacts with internals. That supports the idea of removing the repair charge. That's removing one item instead of removing two internals which have use outside of the full orblord build (I actually run extractor on my Infil and repair kit on my Brawler). Nerfing any of these internals is not what we want as it would make them useless in any other context.
I see your point, but there's a dozen unique items in this game, and only two internals interact with one of those items. From that perspective then the effect the internals have on that subset of items is the culprit. We could probably just settle this by saying "it's all relative". Plus, I don't think that the game designers had any idea that three years from implementing the EX and RH that we'd be having an online debate about whether or not we should keep them / change them / throw them away, so trying to make value judgments about how "important" it is that the EX and RH interact with only orbs is probably misguided. Maybe there were plans to make internals that affected other items that never came about. I'd wager it's irrelevant.
Now don't get me wrong. As I've explored before: would removing orbs as an item work? Yes. Would removing the EX and RH internals work? Yes. But the principle of the action is a step backwards for all the reasons I've listed.
My preference is that the fewest changes possible are made to address this issue. Removing an item from this game is a larger change than reducing the appropriate values for the EX and RH. As I've said before, if those internals only offered a 1% bonus to extraction or orb health value, nobody would pick them. Right now, they're a strong choice because they offer borderline OP bonuses. Assuming both of those statements are true, there's a Goldilocks zone of values that the EX and RH can be changed to so that they're neither OP or UP. I am of the opinion that Reloaded would be best served by slowly reducing those values until they get both internals to a more balanced state.
Edited by TheButtSatisfier, 26 September 2016 - 12:17 PM.