That's exactly why it needs changing. While it may be the most generalist, the nature of high tech ships is such that they have no use for it, since specialised weapons are virtually always the better option for effective loadouts. The pulse laser is certainly not worth 10 OP in its current state.
The new kinetic blaster will probably replace the pulse laser in the few places I use it like on wolf loadouts, which is why the pulse laser needs some kind of edge, since it currently does not have a niche. There are far better missile options for cracking armour especially now that the breach is available.
I'd argue the exact opposite. High tech
always has a use for it, there are just
better options if you have the OP to spare and the specialized weapon is available. Don't forget, Heavy Blasters, Ion Pulsers, Ion Beams, etc. are higher tier weapons and not always available. Pulse Lasers, on the other hand, are ubiquitous. They're the Heavy Mortars/Arbalests of High Tech. You
have to have lower-tier weapons available otherwise you're stuck with Mining Blasters and Gravitons in every Medium Energy mount. We can't assume everyone has access to the best weapons at all times.
You can't just look at the Pulse Laser from the perspective of the player. You also need weapons to fight against. Enemy fleets with Pulse Lasers might not be quite as challenging, but then again, player skill is all over the place and some folks might need an easier target (though I'd argue that the only thing a Pulse Laser allows you to do is armor tank a bit better). Also, any kind of buff to the Pulse Laser is also going to buff REDACTED fleets, who use them a lot.
Regarding the Kinetic Blaster, I was under the impression only Diktat are going to use it and it wouldn't be widely available. It might be a better weapon but it will be very limited, at least that was my understanding.
Simple way to buff the pulse laser without actually changing any of the values (because it doesn't need changing, it's flux-efficient and an energy projectile weapon.. it has enough perks): Halve the fire rate, double the damage/flux cost per shot. Or reduce fire rate by x0,66, up damage/flux by x1,33. Something like that.
I suggested that just two posts above yours...

If Pulse Laser needs a buff, either better efficiency like IR PL or Autopulse, or OP cost lowered to 8 or 9.
P.S. Given all of energy weapons usable in medium energy, Pulse Lasers primary role is shield-cracker, even if designed as a generalist because the other options are worse at anti-shield.
IR Pulse being .9 efficiency was a good buff but Pulse Laser went from 1.1 to 1 in the same patch. Better efficiency doesn't help its primary deficiency, which is anti-armor. What really stands out is that the Ion Pulser's damage/shot is 90 compared to the PL's 100. Basically, its 90% as good against armor as the PL but it also has the added EMP effect. Yes it has shorter range and lower sustained DPS but that's where the PL create some separation with higher damage/shot.
I suppose the real question is why the PL has such a high rate of fire. Its accuracy is perfect so the "spray n' pray" methodology doesn't really fit and I suppose it makes it better against fast targets (more opportunity to hit) but it's really not advertised as anti-fighter. Increasing its damage/shot, but lowering the RoF, seems like a good fit if you were going to alter it in any way. Even a modest bump, like 135 damage/shot would help, at like 130 flux/shot (.96 efficiency) would be all it needs and puts it below the Autopulse (which is 150 damage/shot at 125 flux/shot already).