You get what I'm saying though, don't you? Shield busting weapons are ALWAYS going to win and massively inflate %total damage done in their favor. Shield damage potentially never ends because you can just vent it away and get an entire shield "HP" bar back, over and over and over. There is only a tiny amount of hull and armor damage available to deal in comparison so weapons that bust hull and armor don't get the chance to massively inflate their stats.
I think this needs a greater focus, because it's not just a matter of numbers. My experience tells me that the combat AI compares its flux values to its target, and it becomes very unreliable when it doesn't have a clear advantage over a given target.
Kinetic damage becomes very inefficient at higher levels of flux, 10% damage to armor versus 50% damage to shields for HE. So for the past few months, I've been devoting most of my ship builds to HE and energy damage, using just enough kinetic to win the flux war.
This worked well for the ships I pilot. My first useful build for the Retribution was two Devastators, a Mjolnir, and a pair of light needlers. Built for max cap, that ship could easily over flux most ships within two passes (which does mean it needs to escape to vent, which is why the Orion Drive is so useful)
However, as I moved this philosophy over to the rest of my fleet, I lost the ability to do most of the genuinely difficult content. It wasn't that they were ineffective one-on-one, it's that they were unreliable in a fleet and required a level of micro-management that can't be done.
Started building things the opposite way, mostly kinetic and some energy or HE, and the fleet works again. I'm still building the ships I pilot the same way, but the fleet just can't follow along.
And this is important to Dragonfires, as ships that use these might not be as aggressive as the design requires. They really are a different philosophy from other strike weapons. They do not dump a lot of hard flux into enemy shields, so they have a tendency to be launched from a distance whether or not the parent ship is actually engaged.
I like them, though. My capitals tend to have one or two medium mounts as a knife fighting option to keep smaller ships away. Firing from "within" the perimeter of the ship, they're as good as a heavy turret, and the flux damage is much more persuasive against smaller ships.