No, you're really misunderstanding how this works.
A Beam does damage, per frame.
So, at 75 DPS, a Tac Laser does:
75/60 damage, or 1.25 Energy damage / frame.
So, you're trading 1.25 Flux for 1.25 Flux, because Vanilla balance is 1:1.
But, it's Soft Flux. So, every frame, that damage is being negated if the hit is on Shields, if Soft Flux expenditure is less than supply.
So, for example, a ship with 300 Dissipation is dissipating 5 Flux / Second; one Tac Laser can shoot it forever and nothing changes, other than a Soft Flux "load" on the ship, preventing it from having the 50 no-Flux speed bonus (unless Captain bonus, but w/e). To Overload this ship, ever, you need 4 Tac Lasers to hit it constantly, basically.
Shooting armor, the Beam's effected by dpsToHitStrengthMult, and therefore inflicts 0.625 damage / frame.
There's nothing magical about any of this. It's just damage, but the Soft Flux effect, since it doesn't gradually build up Hard Flux, is pretty important, because that means that, until there are more Beams hitting a target than Dissipation can handle, the target is invulnerable and has its entire Soft Flux pool available for counter-attacks.
Now, compare this to, say, the IR Pulse, which is about perfect, in terms of comparisons, because it's also trading Flux at 1:1.
Every hit from the IR Pulse does 50 damage on that frame, however. And it's Hard Flux, which means the ship that's hit just lost 50 Flux from its Soft Flux pool until it Vents, (except for ships with Captains that have the Flux Modulation 10 perk, but let's leave that aside). This is a huge difference in TTK vs. Shields, because there is no possibility of recovery short of Venting.
Every hit does 50 base damage to Armor, as well, not half-damage, which is a huge difference, because that means that it's doing more than 15% against lighter Armor values, whereas the Tac Laser isn't, generally.
In Alex's current schema, after we pointed out that Beams were really meh, to make up for all these shortcomings and be at rough parity, doing it by the buff / nerf guesswork that has largely been how the weapons have gotten balanced up until now... the Tac Laser gets twice as much range... which is the strongest single stat.
Now, my number for Beams does not include a detailed TTK model for either Soft Flux's effects nor for the Armor penalty, to be sure; it instead uses a fudge-factor, where it divides the DPS/Flux by 1.5.
When I have some time, we'll do the detailed TTK, as the math for both is pretty straightforward if we start with some baseline assumption, but I think you'll see that Beams come out even worse than the above as a result.
They're not balanced, in short. To balance Tac Lasers at 1:1, they either need even more range or a reduction in their OP price (or significantly more efficiency, in terms of DPS / Flux). I made them a bit more efficient in my rebalance, and it didn't fundamentally break Beams or make them massively OP; it mainly just meant that ships using them weren't trading at 1:1 any more... which is actually not a terrible thing, because trading 1:1 for Soft Flux is hugely worse than trading 1:1 for Hard Flux (and that's still terrible, vs. using Kinetics, which is why Ballistics > Energy right now).
Now, is my fudge-factor wrong? Maybe; it was for HE for sure. I'll review when I have time to do the TTK for Armor / Soft Flux; that should also give me a better factor for HE / Kinetic balance, where I'm still using a fudge-factor and it may still be wrong.
I'm fairly confident Beams come out even weaker, though; playtesting appears to indicate they're still a little weak (but not terrible, like they were before their ranges went up... other than the ones whose ranges didn't go up, like the PD).
Long and short, though; the objective of this project is to arrive at a mathematical system that's sensible. It can't be perfect, due to modded weapons having bizarre effects, but it can at least give us a starting place, like, "this has OP coded effect, so nerf efficiency to 0.5 plz", etc.
Just try and be open-minded about this; I'm not here to inflict my personal tastes on folks with this and a playthrough with the current numbers feels pretty similar to Vanilla, except that there are fewer "junk" weapons. The biggest noticeable change is that Energy weapons finally feel pretty good... and Large weapons no longer feel terribly inefficient.
I know it's not 100% comprehensive yet, but the objective is to finally have a decent measuring-stick for balance, not just a bunch of speculative nonsense that gets nowhere and buff-nerf cycles that are largely unproductive because it's poorly understood what XYZ changes actually do in relation to one another.
But we can't do that if we're going to have Sacred Cows everywhere or presume things that have, in fact, changed multiple times, are somehow perfect right now. They aren't; there's tons of junky balance in the weapons nobody uses because they're junk, for example, which has just robbed the game of diversity rather than adding anything.