This branch pares down the work of the main repository into more human-usable data chunks. Specifically I'm filtering/sorting the CSV data via Excel to determine a shortlist of the "best" module seeds for fully kitting yourself out.
You'll notice that each main folder (i.e. /Suit) has/will have a significiant number of CSV files removed - those would be the files which contain data on modules that will never be optimal, like the C-Rank ones.
In the Ship, Suit, and Weapon folders you'll notice a new file containing "Top 6s" in its title. These will have ALL the top recommendations for that folder - e.g. "Suit Top 6" has the 6 best X-Class mods for life support, hazard protection, movement, shields, and even the top forbiddens.
Suit/Ship have a top 6 because you can apply mods in general inventory and in tech; Weapon only needs top 3s.
You'll need a save editor that allows you to edit your inventory and your module's seeds. I recommend NomNom (https://github.com/cengelha/NomNom) . Once you load your save into the editor, you'll want to click on an already-installed module and edit its seed to be whichever you want.
To repeat - don't edit the seed of an unistalled module, it's not going to do much. Install first (or generate an installed module), then edit that seed.
Save, and when you next load into the game, you should see that your module has the stats you want it to.
If you want to, you can also just use the same module seed 3x and 6x. I think this is less interesting.
You'll see a "Perfection" stat referenced over and over. The original creator devised it as a weighted average of how good a mod's stats are against their theoretical maximum. They scale from 0 to 1, with 1 meaning that a mod's stats are at their maximum. It's generally pretty useful as an indicator of how generally good a mod is.