Quantum capsules - a better way
The idea of removing quantums from the game is - quite frankly - terrible. It is a vital gameplay mechanic in so many ways. It reduces the amount of tedious hacking for basic kit, it increases key availability, and makes the game more fun.
As I understand it, the issue is that it takes a lot of cpu to process quantums. So, on this score, I propose 2 things that will help this and allow quantums to stay. Both things are also going to be beneficial to the game in other ways.
1) Quantums only replicate if the player has been active in the previous 24 hours. This will reduce server load and increase game engagement. You could even make it one action gives one quantum replication so players with 30 quantums must do 30 things to guarantee replication. Game engagement increases, server costs go down.
2) If you are in a cell which the other team wins at the end of a septicycle, then each of your quantums has a 1% chance of degrading into a normal capsule. This could be lore based, and would immediately drop your cpu costs for quantums by half a percent per cycle. You can then tune quantum drop rates to manage cpu costs. It would also make cycles mean something and could significantly increase player interest and engagement with cycles.
These ideas will fix your problems, and will not **** off 96% of your player base - again. How many more times will the players put up with you disappointing them?