The double damage referred to a previous post before Alex made his about Tachyon Lance.
I know the upcoming damage is triple over current 0.65. (Less than triple if we take flux supercharge from pre-0.65 into account.) Currently, DPS is 100, and Phase Lance is a little over 200. Burst only matters for overwhelming shields or killing something when you need it, and it enables vent spamming, but over a fight that lasts ten seconds or more, DPS is more important because a lone ship needs maximum DPS to kill as many ships before CR times out.
I have played with Tachyon Lances often since 0.6, and they were only good for fooling the AI, shutting down mooks from long-range, or (occasionally) allowing the Sunder (and few other mod ships) to kill Dominators and Onslaughts from behind without risk (but it took ages to do so).
300 DPS for Tachyon Lance seems disappointing, if its OP cost will remain at 32 OP, especially if it will become outranged by Gauss Cannon and matched by many of the best lesser weapons.
P.S.
@ Cycerin: Have you tried stacking eight Phase Lances on a Paragon? It is effective and fun, and it fries many ships very quickly. But it has one fatal weakness: Enemy with Fortress Shield. Eight stack phase beams are no match for Fortress Shield. Also, phase ships are a pain to fight because the beam damage is not applied instantly, unlike blasters. I imagine new Tachyon Lance will simply be Phase Lance * 1.5 + chain EMP. Eight Heavy Blasters on the other hand, demolishes everything sooner or later, and quickly. Phase cloak does not help much, and Fortress Shield delays the inevitable.