Ok, I ran a test, and I think it might have been reduced a bit, but it definitely is
NOT fixed. That is, if a ship with six OA3 is hit for 720 points of damage relatively early in a combat, it will be down to one armor component, and might have two armor components the next turn, but if it doesn't get hit until turn 25, and then takes 720 damage, it goes down to one component, and then the next turn shows as completely healed, because it "pre-healed" 26 x 30 x 6 = 4680 magic pre-healing points.
I guess some players think this is ok, but I thought it was agreed this made no sense and was fixed. Oh well...
PvK