luciderous wrote:It would, if you didn't have any other way of displaying the compatibility between hardpoints and modules. But you DO have that visual distinction available, when dragging the module to the hardpoint.
There's only a noticeable distinction between applicable slots and non-applicable slots; if you tried to drag a component that had no applicable slots, all the target slots would look the same.
I agree that researching missiles and then not having any missiles to equip is non-intuitive, but I'm not sure that showing the user a component that can't be equipped is the right way to fix the problem.