And really, for people that want ship weaponry to be used for bombardment, which ones do you expect would be effective?
None of the them given how short-ranged combat is in StarSector. Attack range for weapons extends to about a ship length or three, nowhere near long enough to bomb the planet unless the ship is close enough to land.
Megas, you do realize Starsector's gameplay is *heavily* abstracted from the tech lore right? Turning it into something that is fun and a solid blend of arcade action and more complex mechanics. If you convert the gameplay, as observed in combat, the campaign, and codex descriptions into a fictional universe rule-set? Large fleet battles take days, ships can move at a low fraction of C, shooting weapons at up to light second ranges, and every projectile and non beam energy weapon is at the min hypervelocity and up to mid relativistic velocities.
Nitpick: Large battles only take days between NPCs. If your fleet is involved, battle is instant.
As for game, I tend to think game mechanics as the rules of the universe of that game, and if there is a mismatch between crunch and fluff, I defer to crunch, not fluff, because only game mechanics matter. I also think NPCs should be aware of game rules and exploit them as if they are natural laws of the world.
It is like some role-playing game saying some magic-users are natural born elementalists and their build advice is pick fire and more fire, but if they need to chant, wiggle their fingers, and wave a focus like a bookworm wizard, and blasting is weak compared to OHKO from a control spell, you do not follow their advice. You pick the best stuff, whatever it is, not pump hp-inflated monsters full of fire if they can tank several blasts.