This goes back to the problems with Beams in general.
1. If the AI doesn't fire "unless it's smart", it will hardly ever fire, because there are almost zero times it's "smart" unless your opponent is facing away from you, conveniently located, etc. The problem's not quite as bad as for Reapers, but it's bad; AI ships are generally trying to face the enemy, because that's smart, and there just aren't lots of opportunities.
This is the same reason why Beam builds aren't generally great for player ships, either; unless it's something highly mobile, the poor efficiency and Soft Flux make Beams a terrible idea to shoot until it's smart. These situations, while they do happen occasionally, usually happen for highly-mobile ships that can flank.
2. Because there are only rare situations where it's "smart" to fire, the AI can either not fire much, meaning players will steer their builds towards Energy weapons that do actually fire (and do Hard Flux, etc.) or they're obviously wasting their OPs. Against the AI... meh, imagine a Tritachyon fleet where the RNG autofit system decides to go super-heavy on Beams, but the enemy fleet hardly shoots because it's "not smart". The player then proceeds to eat them for breakfast, using non-"smart" weapons.
...for goodness sakes, just make Beams Hard Flux and at a reasonable efficiency ratio.
Rebal's out, you can see how it works in practice, not your endless theorycrafting. Having Beams you actually
want your fleet using is
fun.