Don't know if this mod is still getting updated, sorry 4 spam if not:
The lobster content removal switch doesn't work for me, I assume (zero Starsector modding knowledge, but lots of other game engine knowledge, so I felt compelled to take a quick peek at the code and take a guess) that's because the lobster removal code (which in itself looks like it should work just fine) is directly written inside the
onNewGame
hook, instead of being in an own function and also getting called in the
onGameLoad
hook.
Since I can't at first glance see the faction settings being stored in the savefiles, I assume (again, purely working on a quick 5 minute glance and assumptions) both the lobster removal and the PAGSM fighter doctrine changes that are also only in the newgame-hook /might/ only get applied in the first session when you create a new game, but when you go back to main menu and reload the save and wait for a market or fleet to regenerate, they use all the default configs (with lobsters and without PAGSM related adjustments) again.
EDIT: In response to the previous poster, persocom01, because I had the files open anyways to investigate my lobster problem:
Targe isn't a typo, it's called that in the source as well, the weapon exists, it's mounted on a submodule so you can't select it (this should theoretically have the advantage of the "minesweeper" still being able to fire while the main ship is overloaded), but it's visible slightly darker in the center of the ship in the outfit screen, and when in the simulator, you can see it constantly spinning in the middle of the ship.
That also seems to be the problem with the weapon, as the weapon's constant 360 degree rotation combined with the beam's time needed to extend means it starts firing, the beam does not have time to fully extend to reach the mine or fighter it was shooting at, then the mount has already rotated too far and switches off again, leaving whatever it has shot at unharmed. Sometimes it shoots at 'cooperative' circling fighters that happen to stay in front of the mount, but the damage it does as per the config is negligible (100dps energy, it's like saying 2 LRPD lasers could sweep a minefield or clear the sky of fighters...) anyways, so it's entirely ineffective at shooting down anything. (I guess the 'constantly rotating disco ball beam laser' idea would be really fun/innovative if the script didn't just force the weapon mount to spin, but also to keep constantly firing the weapon while any target is in range, and if it also did like 3000dps frag damage while doing so to compensate for the fact that it cannot really be aimed and would not be able to keep the beam on any target for longer than a split second.