I'm not sure it's that one-sided atm, but it's certainly different and I think a lot of it is that there isn't the Flux tradeoff going on that we expect in Vanilla weapons. I agree that this isn't perfect; I think the system isn't terrible now, at least, but the tuning needs further work.
It's tricky, to say the least, because the Damage / Flux vs. TTK vs. Range is basically where things break down.
TTK is being used to balance raw damage, Damage / Flux is being used neutrally to determine relative efficiency. I think that's best (to leave it neutral) but perhaps I need to penalize it for breaking 1:1, along with penalties for high TTK. The problem with that is that then the LMGs and Vulcans, in particular, need to get nerfed quite a lot on their rates of fire or OP values or Flux-per-shot to balance out. This is especially bad when LMGs cost more Flux per shot than they do damage; it pretty much negates them as PD choices.
Maybe I should get things pointing in that direction, though, so that the vast majority of weapons are closer to Vanilla's feel... and just let the chips fall where they may for these few PD weapons that are causing problems, rather than trying to preserve Vanilla's OP values.