In my opinion, some are really powerful, and a little too good, some make modules pointless.
Adrenalin shot. Completly nullifies drains. a healer gets hit by a drain? oh well never mind, I'll just keep getting energy by healing passivly, and directly. Makes taking drains pointless.
This need deminishing returns for it. The more you heal/get healed the less energy you get back. if you are being healed and have full health you get no energy back.
Or drains get reworked so you can not gain energy for a set amount of time.
Desperet mesures. it's like having 3 modules for free. as you get all your modules reset, all your energy back, and all debuff off you. Sure you need to get to 25% ish helth for it to work activate, but it's basicly a get out of jail free card. It dose not mean the player using it has more skill, they where going to die, it saves them 90% of the time. No skill involved with it at all. It's completly over powred and give an unfair advantage to anyone running it, Vs anyone not.
To balance this I'd have it, give energy and remove debuffs at most. really this needs to be a get out of dodge ability, not a stand and fight one.
feel free to add what changes you'd make to others. or to these.