@Cyan Leader
I don't think it indicates that. Flux/cost tends to decrease as you scale up in ship size, which is a good balance concept. Gaining access to better weapons, range, defense and longevity are offset by a lower equivalent of flux stats and mobility. Ideally, it works and it's interesting. Reality, however, is that it creates imbalance hotspots because of the weapons are useable across classes and the change in piloting dynamics makes them better or worse. Large weapons on a frigate, for example. Without the larger flux pool and defenses to platform it, it's garbage. Capital armor busting weapons on a frigate with near fighter-level mobility, though? Das unbalanced.
BTW Frigates also tend to have more OP/cost. ie: more weapon mounts, powered by that higher flux/cost.
@TaLaR
Fighters are a whole other ballgame, and especially when contrasted against the meta of frigates. Frigates have 3 classes of larger ships above them, making it more useful to equip them with loadouts that are effective against them. Loading them with PD is a hard hit to their offensive capabilities, and the flux efficiency of PD wastes their flux->damage potential. Add in the fact that they also don't have effective defenses against them (typically) and you've got yourself a hard counter in the way of fighter->frigate. There are some exceptions, however, in the way of ships like Centurion or Scarab with a ton of small energy mounts all over the ship and the flux to fuel it all and defenses to last.
I disagree about energy(EN) weapons. I'll just focus on blaster weapons.
First off, gotta remember that HE does NOT get a damage bonus against hull. Only armor. HE damage percentages are 50%/200%/100%. Second, both kinetic(KE) and HE tend to have very low base shot damage(with some exceptions), meaning that KE is terrible against both armor and hull, and HE is likewise terrible against hull in addition to how bad it is vs shields. And an additional on KE; not only does KE tend to have low base shot dmg, that 50% damage against armor is a multiplicative penalty, essentially guaranteeing your KE weapons are doing the minimum 7.5% damage (50% * 15%) against armor. That's atrocious. Worse than useless vs armor. High shot dmg KE weapons even see similar base flux/dps efficiencies as blasters, but are much much less effective against armor and hull, and how lower base dps anway.
Blasters, on the other hand, tend to have much higher shot damage even compared to HE against armor (with one exception), in addition to NO damage penalty against anything and a much much higher base dps.
So the conclusion is that blasters are much more damage capable than both KE and HE, and you don't need multiple mounts for cross effectiveness vs shields/armor/hull. They are balanced, however, by shorter ranges and lower overall efficiency....but not by much overall, and high-tech ships tend to have high flux stats and mobility to help make up for that.
BTW, Hyperion is a very unusual ship. It completely defies the class archetypes, and IMO shouldn't really be considered as a frigate for balance.
I don't agree with your proposed balance fixes. Phase ships aren't too offensively imbalanced in AI hands. They're just nearly unkillable until their CR runs out. It's player piloted that is the issue.