Some strategic thoughts on missiles and beam weapons:
One strong advantage of regenerating piliums and salamanders, over harpoons, is tactical defense. Even though a vigiliance stands no chance against a falcon, it can, to a certain extent, take that or hard hitting destroyers out of a fight by continuously peppering them with missiles, which causes them to shield, and then vent, meaning there's a lot of difficulty to catch a frigate, even if the destroyers/crusiers have long weapons. Even though they can't hurt them really, by taking them out of the fight, piliums/salamanders allow frigates to punch above their weight tactically for as long as their CR holds out.
Another advantage is strategic dominance. One pilium is meh. Two are meh, up against harpoons they seem a fair fight. But against four? Or six, the piliums power seems to increase exponentially the more they are fielded. In effect, a swarm of piliums becomes a continuously regenerating, fast, supplementary suicide bomber wings. Moreover, unlike harpoons or repears, piliums (and salamanders) have a disruption effect across the battlespace. When harpoons/repears/bombs are launched, you seem them coming, it's very obvious, especially since it all likelihood the thing launching them is the thing you are engaging directly. In contrast, piliums are like "wrath of god" that suddenly rains down from weird angle, from direction you weren't focused on. You must now shift to defend yourself or break of the attack. Salamanders, if you can't pop them, have the same effect on a smaller level. One missile in effect can break off an attack or disrupt an effective defense.
What I'm saying is, even though missiles are balanced tactically, at a one to one level, in terms of OP, from a strategic standpoint, when fielded en masse, the regenerators gain
an advantage that is difficult to quantify but very obvious on the field, especially since they can continue to apply the advantage for the entire battle, and in the case of piliums EVERYWHERE on the battle.
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Random thought on beam weapons: what if beam weapon length scaled with ship size to a certain extent. For example, gravitron beam was 800 on frigate, but 1200 on battleship (in addition to bonuses from the module). Seems more "fair" to me in terms of a wolf being able to obliterate a hound while staying pretty much completely out of range.
Random thought on new ballistic ammo: I really like the new ammo system, it's great. Some ballistics still seem pretty gimped though due to low ammo. Flak guns run out VERY quickly and regen very slowly. They aren't really that powerful. In contrast, assasult chain guns for all intents and purposes are unlimted, and are quite powerful.
Finally: One thing about harpoons, I understand people like them because they have character, a devastating one shot. They could regen, but still keep their "one shot" nature. In effect, harpoons could only fire when rack is full. A much longer regen time, but when they are back they are all back. This, playing as a human, would add an interesting danger and level of fear when aggressively attack an AI with empty harpoon tubes. As you press your attack to the limit, you suddenly remember that the harpoon tubes-OH CRAP THEY'RE BACK! (blows up)