Might as well post this here too
Module instancing is actually proving to be a slightly difficult problem to hash out. Getting a good way to track 10,000 eventual variations on a single blueprint for every single blueprint without making the system cry is probably doable, but is beyond my realm of expertise. Just as a brief outline of my thoughts:
Blueprints are folders, but also instructions coded with the particular Tech stats. Inside the folder is a registry of every unique instance yet made and its stats, each tagged with the owner and where it's used. The owner and usage tags change freely via trade & plunder.
The currently simulated blueprints are known scripts, executed as necessary, changing the stats of the given instance.
Players & NPCs can also execute their own scripts (aftermarket modifications, improved/shoddy construction techniques & materials, overclocking, etc)on a particular instance which also changes the instance stats, but are wholly different from blueprint scripts. Such modifications don't affect the registry serial, but can affect the Human-readable name.
Destroyed instances (or intact but attached to destroyed ships/stations) continue to exist in the registry for potential salvage and reactivation until a periodic registry cleanup.
Temporary instances can also be attached with semi-random stats to permanent debris fields, but disappear as soon as a player is out of range.
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can