Interestingly, the danger of a weapon is subject to how much flux is available for it to maintain a viable period of uptime. Therefore, it depends on the ship and the mods installed. Tactical lasers in numbers, along with graviton beams have negligible upkeep and awesome range. If you combine these with decent sized kinetic missile volleys on one weapon channel with one or more reaper missiles on another, you can basically, with a well timed volley of missiles, overload a ship's flux and then finish them off with a reaper while they are shorted out. I have taken down cruisers with a single destroyer using this tactic. Sadly, the AI hasn't caught on to this tactic, however it would definitely be something for the devs to look at if they hope to implement difficultly levels that go beyond half or full damage taken, i.e. AI based difficulty. Of course the game is still in alpha, so anything is possible.