There are two modes of using phase anchor : reducing cooldowns and venting soft flux. Needlers, thumpers, and phase lances are flux efficient compared to their other alternatives, this wastes one of the most useful benefits of phase anchor : you can use the most flux costly weapons in the game and vent the soft flux in complete safety. Stacking the most flux intensive weapons will always throw more hard flux at the target. You only use other weapons if the flux gets too high for the vents and caps you want to put on the ship.
So needlers and lances are for bullying weaker ships.
For Ziggurat, at 75 DP and with unblockable EMP, weaker ships are all of them.
By venting, I guess you mean faster dissipation while phased. Yes, that is nice and useful too. Tachyon lance at 1.2 efficiency is not that efficient. Lances and needlers will pile up flux, and while the ship is phased, hard flux builds up too.
Your voodoo word games are weak. The problem with Quantum Disruptor isn't that it's hard to use, it's that the notion of a consequence-free action either wins the game or it does nothing at all.
Quantum Disruptor is hard to use because:
1) The range is too short if I use range boosters on typical assault weapons (with 600 base range). If I take three medium weapons, boost their range with ITU, Gunnery Implants, and (in case of beams) Advanced Optics, the weapons outrange the system, and my Harbinger effectively has no system. It gets frustrating with NPC-piloted ships because they try to maintain maximum weapon range, although it is frustrating for me too because I would want to maintain range as well.
2) Then, if I get close enough to use the system, I overload the target for how long? No more than a second? The relatively precise timing required makes it hard to exploit the opening, like a fighting game move that requires a one or two frame window to input.
3) Finally, I need to wait a long time before the system recharges, unless I have Neural Link (but again, should not need the skill to help fix a broken system). Systems Expertise alone does not help recharging fast enough (although it is nice when combined with Neural Link). This may not be a problem if the overload duration was not so short.
You do not like the system, fine. QD feels a bit unfair and in theme with high-tech phase ships being somewhat unfair. I would like the system if it was not so frustrating or hard to use (for everyone). And consequence-free is the point of most offensive and maybe some faster mobility systems. Use (modern) ammo feeder/high energy focus/entropy amplifier to burst down an enemy fast or use teleportation or jets to escape or pounce on enemy.