I feel like 6 is probably enough, at least at this point in Sins 2. If there were say twice as many viable components to pick from I would definitely say yes please, give us more slots. However right now I feel like having two extra slots is only giving me more power without having to make any choice. I know this might sound bad, but I feel like out of all the components that aren't specific to a Titan, it really only makes sense to pick three out of four options. Rapid Autoloader, Antimatter Prototype, Targeting Array and Gauss Damage Prototype. Assuming you're playing Loyalist, you pick the Targeting Array to give your Titan more range and if you're Rebels you take the Gauss Damage for all those sweet, sweet gauss cannons on the Ragnarov. The other three slots are for the Titan PD autocannons, missiles, beams or rail gun.
Obviously there are other options available, but I feel like if your goal is to maximize the potential of your Titan, ultimately you are taking damage modifiers and simply microing your Titan movement to minimize threat of destruction. I don't feel it makes much sense to take survivability or hangars on Titans since you have Carriers and Capital Carriers for squadrons, and Harckas to throw into the mix first to soak damage. This strategy would have more counter play against human players, but the AI is limited in how it acts, and I personally think that a lot of players would feel the same way in how they pick components for their Titans. That is, they would prioritize damage output over survivability or utility.
It would actually be really cool if there was ways to specifically kit out Titans to fit various roles but I feel we are a dozen highly specialized components short of being able to achieve such an outcome. For me, when my Titan gains slots, it gets PD autocannons, then missiles, then beams or rail gun. After that it gets the Rapid Autoloader for more shooting, then the Antimatter Drive for more ability and autoloader spam and then finally if the Titan ever gets to a high enough level it gets the gauss damage or range. So if you give me two more slots, all I'm getting is the survivability upgrades and then I would consider the Titans overall power level complete and maxed out at that point.
That is how I feel about the current state of having 6 slots, and how having 8 would change how I play.
I do however like the idea of kitting out Titans for "roles" but how that would work I don't know, because to me if I'm putting hangars on a Titan, I want 20 squadrons from it, near instant rapid strikecraft creation, all strikecraft gain damage/health/armor/speed and a god-tier level component that creates 10 super elite Garda escorts that protect the ship from missiles making it immune against dozens of Javelis and Torpedo boats. And just to make sure we are leaning into the "role" concept, the Titans movement speed is slowed by 80% and you can attach a unique heavy factory that can build all ship types including capitals. Obviously I'm just spitballing something out without giving it much thought. It would be cool, but balancing around that kind of ability to specialize would probably be pretty difficult, not to mention the sheer volume of choice required would probably be overwhelming for new players, and I think a lot of new players get overwhelmed by Sins when they first try it out.
For the way Sins 2 is right now, I would prefer it left at 6, but maybe down the road if more components are added or become even more specialized, then the more the merrier in my opinion.