Okay, now I see what you mean. It would've been really helpful if you mentioned the Reaction Control System in your original post, since that changes everything and I wasn't thinking about that at all, was just looking at overloaded propulsion in isolation. (You mentioned momentum, but I considered that as a part of movement, but here we're talking specifically about in combination with another utility.)
Sorry about that, i wanted to mention it but completely forgot to do so when writing the post.
So back to the original point... considering this discovery, attacking while overloaded should also burn out your propulsion (perhaps even at a higher chance?), and under such circumstances, having a permanent option to enable that would not be desirable, since then it could damage your prop due to attacks, and you may not always want that in every encounter.
Gah.
Given what you're saying, it sort of feels like i'm going to cause a nerf to flight/hover melee
That change sounds like it would make managing overloading even more annoying and tedious than it already is, (which is the opposite of why i created this topic,) since you'd then have to be more careful as to which propulsion you'd want to overload when attacking, and you might also still want to stop overloading to approach enemies that just moved away.
May i suggest changing it in a different, less annoying-to-use way?
For instance, requiring the player to have moved with x speed as their last action for that speed to apply with momentum to non-ramming attacks? That would remove the benefit from constantly switching propulsion from overloading to not overloading, at least when attacking a single enemy, because even if they move away, you'd want to keep propulsion overloaded when following to get the maximum bonus from momentum.
I know there's probably quite a few issues with that alternative, but it's just an example.