flux regulation (50 more from vents, then everything x1.1)
Just to clarify a mistake here: Flux Regulation is not 'everything' times 1.1. It is, instead, based solely on the ship's base flux dissipation - so it's an extra +60 for a normal eagle, or possibly up to +120 for my suggested improved Eagle, if the extra dissipation is built into the hull rather than added as an effect of the suggested hullmod.
You're right, though, that I was looking at an un-skilled Eagle, and comparing to other un-skilled ships, in large part because I was running combat tests against the simulator and putting a ship with full skills into the simulator does not give you particularly useful results. Why yes, an Eagle with a highly skilled officer can make an unskilled enemy Dominator melt. Is that useful information? No, no it is not.
So yes, with skills, you could then fit two heavy blasters on a non-SO Eagle, so +600 is probably too much, which in turn means that tripling the flux cost of beam weapons is also probably too much. 2.5x normal flux costs for 2x normal damage, maybe? Numbers can certainly be tinkered with, but I think the core idea is still a decent one: making beam weapons stronger-but-more-expensive, coupled with a dissipation boost to offset the 'but-more-expensive' part to both buff the normal use of the hull and make blaster or pulse laser builds more attractive.