@xenoargh
I should note that while I read your OP and checked out your spreadsheet I didn't read any other comments so I apologize if I'm repeating anything. I've been making efforts in the same direction as you but I'm slightly further along so I'm just commenting to give you advice and constructive criticism. Only generally, though, because a whollistic argument would be far beyond how much work I want to put into this. Sorry. (also, the numbered points do not correspond to your own points)
1. Okay, first off! Big thing: You MUST account for the dynamics of armor and hull. There are no 'ifs' 'ands' or 'buts' about this. You MUST. If you don't, then all your work is wasted. Armor is highly dynamic and can make a difference of over 600% in the actual damage caused to armor hp. Even hull, at only 5% of max armor, makes a huge difference in outcomes. In addition, there is also an interesting hidden dynamic that I haven't yet heard anyone ever mention, and that's the hidden positive efficiency of increased cascading effect of lower shot damage against armor; as an example, lets just say weapon A does 1000 dmg per shot and weapon B does 500. Weapon A will do a single shot at, lets just say, 1000 armor, but weapon B will do two shots; one at 100 armor and a second against the now lowered armor, doing more damage to armor hp than the first one. In addition to that, you also have to take into account armor overkill, when the armor is finally penetrated and the leftover damage is applied to hull. That will affect your armor-only calculations.
2. Although on the surface TTK is highly useful, it's too distilled and isolated compared to the complete picture of all that's going on. It's more of a very rough rating of armor dps, but IMO it's not all that useful because it doesn't take into account other significant stats. I'm still working on a whollistic evaluation of these things so I don't really have anything else to add that won't take more work explaining than I'm up to.
3. OP is not a good metric to measure everything against. Different mount sizes as well as types change the meaning of a given amount of OP. There are too many weapons that have no equivalents across the mount sizes, some of which are so unique as to be completely unequivocal. Rather than OP costs, it's simply a matter of whether you need it or not. Same for mount types.
In addition to that, in Vanilla, which ship these weapons will be going on is also a huge factor on their effects. As a simple example, energy weapons usually go on hightech ships with much higher base flux stats and move speeds.
4. Weapon spread isn't always a bad thing. The AI's predictive target leading is based on the targets current vector, so a ship can evade it by simply changing its vector...which they do if they have the mobility to gets its hitbox out of the way. Weapon spread, however, can 'accidentally' aim a shot at the targets evaded position, make weapons with spread more effective against more evasive targets; rather than a 0% hit chance from a perfectly accurate weapon, a very inaccurate weapon may have 15% hit chance.
5. In addition to what I've already mentioned, you are missing a fair few other important considerations. Some are rather more abstract and meta. Sorry I can't detail them all for you.
6. Hint Hint: You don't actually require a solid baseline. You can create a comparison for a single member within a set against every other member within that set, for every member within that set, and then compare those comparisons with each other. Poly-order meta
Finally, I just want to say that I think it's great you're working on this stuff. You've still some way to go, but you're getting there. Keep up the good work.