it's always just a numbers game. back then, you see that a dual module gives 24 of each cap and 12 of each regen/cooling and think "wow, thats really good". but that's also the time when 700 hp is a lot.
and then, people will think. what will happen if we can make our mechs last longer..... have more hp.... and more ... everything. thats when the numbers go up.
before fortresses and combined modules, we'd all think having a lot of hp is crucial to winning.... like the older meta with monkey, claw, and 3.5k hp.
now, as weapons gets buffed till they are essencially op (compared to back then) like terrorblade and swoop. you gotta have some stuff to balance than out. hence the nearly op and crucial combined modules.
now, we're already starting the 3rd wave** . the new fanarts are getting more and more op stats because we think there's always something missing in the game, like more op items and more op mechs. ...
maybe it's also because the name of the game is "SUPERmechs". something can't be super without having and absurd amount of hp and power, right.
either way, it's not really much of a surprise to see op things like combined modules, because eventually, you'll see more
(That is if the devs will ever release the next update, or just let the game slowly die on its own. )
3rd wave** : we start from legacy. 1st wave is reloaded (new supermechs). 2nd wave is combined modules/fortresses. 3rd wave are these op fanarts.