Just wanted to mention that some capital ships being a bit underwhelming is something I'm aware of, and working to address - but with gradual, slower changes instead of something drastic.
One thing to keep in mind is the change to the Integrated Targeting Unit hullmod - it gives a 50% range bonus when installed on capital ships, and is a large part of the balance. A capital ship without support really needs it.
I don't find the Odyssey lacking, though. Putting Autopulse Lasers on it is probably not the best idea - try Plasma Cannons or Tachyon Lances instead. Sure, the flux usage is higher, but it can dissipate while the shields are up, so it's manageable.
I think the Paragon is right where it needs to be. It's got a scary amount of firepower, and is very difficult to take down, provided that flux is managed properly.
Glad to hear that more changes are in the pipeline! One thing that very few space combat games get right is a sense of
scale. Realism understandably has to take a back seat to fun factor where games are concerned, but the two are not mutually exclusive.
In a theoretical zero-G space combat scenario, the primary limiting factors on a weapon's effective range are going to be a ship's ability to a) resolve the target with its sensors and b) match the trajectory of the target to the trajectory of its munitions with its targeting computer. Too many space combat games ignore this concept, and default to the antiquated age of sail style of combat, with ships pounding away at each other at close range. A large weapon rebalance would allow for epic long-range capital ship brawls, without sacrificing the frenetic close-in action you get with the sub-capital ships.
Starfarer is an amazing game, and full of potential. It's more fun in alpha form than many "polished" AAA titles, and I'm confident that it's only going to get better from here. Keep up the good work, Alex!