I was curious just how well my claims would hold up to testing so I put two Mark IX and two Heavy Mauler's (or two heavy mortar) and PD(and IPDAI and ITU and 30 vents but nothing else) on a Dominator and tested it vs a venture in more or less "dumb" scenario's (which is to say attempting to stay just out of the Ventures Mining blaster range) that the Maulers killed the Venture significantly faster and with less return damage. And this with specific instances which helped the venture survive longer vs the maulers (the venture got luckier on its sabot launches and did them twice compared to once, resulting in a much longer down time for the dominator in that test, additionally the venture wanted to get a lot closer to the mortar'd dominator which allowed a much better firing profile. And on top of this bouncing in and out of range [as compared to staying in range] caused the mortars to effectively reset accuracy).
In general testing (I.E. not the specific test with reported numbers below) Even with the venture well within its ITU mining blaster range (700 vs the 980 of the mortar) against more or less a stationary target the Mortars could not hit the venture reliably let alone hit the same spot so as to not bounce off of fresh armor without manually resetting the aim. They actually benefited from bouncing out of range in the test i ran for numbers both in terms of effective DPS but also in terms of actually winning the fight(the venture will kill you with its mining blaster if you let it)
Now sure the Motar's didn't benefit from the 10 extra OP they would have gotten vs the mauler, but i didn't want the Mortars to get a lot of value from a secondary module. I tried to get some equivalent value tests anyway to give an estimation.
2x Mauler: 425 seconds left
2x Mortar: 403 seconds left
Just the Mark IX: 289 seconds left
Single Pilium: 334 seconds (I.E. just to see what the pressure to keep shields up does to the equation, though this was a relatively good score, two piliums hit 315)
2 LAG: 380 seconds.(took a lot of damage here due to having to be closer in though)
I did another test of the Mauler to see whether or not it performed better under better circumstances, and even after eating a full volley of harpoons to the face(only time in my tests that it launched the Harpoons after the emergency Sabots!) i still recorded a
440 for reference as to what a good test looks like. (the 403 was really efficient for the mortars with very low downtime in firing due to sabot shutdowns). The Maulers just do significantly more armor and hull DPS at the relevant ranges. Maybe not 5 OP more for every use, but definitely more.
I don't really buy the argument that missiles occupy the same balance space as HE weapons. They serve a fundamentally different role and don't do the same things that HE weapons do. Missiles don't have enough ammo to be a solution to chewing through hull (even ignoring minimum armor damage reduction, it would take 7 full medium pods of harpoons or 10 reapers to get through one onslaughts hull), more than 2 full medium pods of harpoons or a full medium pod of reapers, and they aren't reliable enough to be a general anti-armor solution since they can be shot down by PD. The only missile weapon that might intrude on HE weapons is the annihilator pod, but that's more shield pressure than an actual anti hull/armor solution.
IMO, the vast majority of missiles are a high-risk high-reward 0 flux alpha damage option for quickly finishing key kills or instantly swinging the balance of a particular flux battle. They aren't general damage dealers. I don't think the weapons being discussed are really at risk of intruding on that balance space.
In the sense that they will destroy armor such that your kinetic weapons can chew through hull. Its true you will still want a relatively hard hitting kinetic damage weapon if you're doing this. But you can absolutely use them to to chew through armor. And after the armor is gone your Kinetics and frag can still hurt hull plenty. Not as much as a proper HE weapon but still enough.