I don't like giving Wolf access to ballistics, because it both dilutes the ship identity and futher masks the underlying issue of energy weapons being complete garbage on their own.
They aren't garbage, especially for ships with mobility systems that can close the range. Its mainly an issue with the Wolf and its poor flux. If a Wolf could run an IR Pulse + a Pulse laser, that would be ~450 DPS which is a fine amount of shield DPS for a frigate. The "standard" Pulse Laser + Ion Cannon is 350, which while slightly on the low side is also not bad for a frigate. A mixed armament lasher with 1 railgun, 1 LAG (or 2 light mortars) has ~410 anti-shield DPS before its system for comparison. Regular Shrikes with something like Pulse laser + IR Pulse + AM Blaster (or just 2 IR Pulses if using missiles for the armor breaking) are decently armed for a light destroyer (without counting the excellent medium missiles) with ~600 anti shield DPS, and they could support more than that if they are willing to give up forward PD as their "default" dissipation before skills or hullmods is 550. A mortar + railgun hammerhead is doing ~860 antishield DPS without its system: a bunch more, but its a slower full gunship destroyer (with worse missiles) that costs more OP and has a lower burn, so it better be.
For anti-armor/hull, energy is excellent. AM blasters in the small slots are short ranged and OP expensive, but best in class. Phase Lances are general purpose anti-armor/anti-hull with a 500 hit strength, while heavy blasters are incredible DPS and also 500 hit strength, just at a heavy flux cost. For lockdown, energy has ion cannon/pulser/beam; ballistic just doesn't have that role, though some weapons carry a bit of EMP as a secondary bonus.
The only ship that medium energies are really bad on is imo the Eagle, because its too slow really use the 600 range weapons effectively.