I agree with this sentiment. In a game like Fallout 1/2, you would have traits that were free, and would increase one stat and lower another - they weren't a bonus, they were a rebalancing to suit a player's play style. The paid upgrades - skills, stats, perks - (Paid through points at creation, points gained through gameplay, or paid by time gaining levels) were always straight up 'this is now better'. Speaking from a game design perspective, I opine that when a player pays, a player should gain. Trade-offs are fine, but they need to be done clearly.
It would be helpful if benefits were displayed clearly. Including DPS/shield and DPS/hull stats would help this immensely.