Some more balance comments:
Due to a bug (fixed in dev version), beam weapons with multiple beams display incorrect DPS and FPS (flux per second) values. The displayed values have been multiplied by the number of beams the weapon fires (for DPS), or the number of beams squared (for FPS). For an example, the Linked Beamer fires two beams - meaning that, while its displayed stats claim it does 180 DPS for 300 FPS, it actually does 90 DPS for 75 FPS - making it only barely better than the Beamer's 75 DPS for 75 FPS.
For another example, the microlaser array's displayed stats are: burst DPS: 300, sustained DPS: 60, sustained FPS: 270, while its actual stats are: burst DPS: 100, sustained DPS: 20, sustained FPS: 30 - no better than a single small microlaser.
And finally, there's the Laser Tri-Beam, a confusing weapon if ever there was one.
Listed stats: burst DPS 514, sustained DPS 900, sustained FPS 2700. Okay. So, first correct for multi-beam bug, gives us:
burst DPS 171.3, sustained DPS 300, sustained FPS 300. So what's up with burst being lower than sustained? Well, turns out the weapon uses charges - so burst is calculated off maximum potential rate of fire (24 shots / minute), while sustained is calculated based on how quickly the gun can recover charges - which is 30 charges per minute.
But even that can't be the full story, since it's showing a real dps that's almost half the sustained dps - not in a 24 to 30 ratio like the recharge rates. What's the extra gotcha here? I don't actually know, but there's something else wonky going on with this gun.
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Also, the new magna cannon & heavy magna cannon are rather unimpressive. The heavy magna cannon is about the same as the old magna cannon... except that it gets one more charge, and generates 50% more flux, making it all but unusable by, well, anything. Plus, it's actually lower sustained DPS than the medium slot magna cannon! Maybe you meant to also increase its per-shot damage by 50%?
Previously, the magna cannon was a good niche weapon - high anti-armor burst damage for those ships (not the XLE, that's for sure) that could support its flux costs. Now? Well, it doesn't have burst damage... it's still vaguely decent, but, given that overall damage output of a ship is limited more by flux than by available weapon slots, I'd rather trade slightly worse anti-armor damage for improved damage-per-flux, i.e., would prefer any of light plasma cannon, particle cannon, particle pulse cannon, or linked heavy blaster. Or, if I really want armor-crunching burst damage, there's always the alien blaster...
Dunno. Maybe I'm just spoiled by knowing what it used to be; as energy weapons go, it's not that bad of a niche weapon.
Similarly, the choice of making the Dragon's hardpoint an energy slot is less than ideal; a full burst from the heavy magna cannon costs half its flux capacity, and the rest of the heavy energy weapons are either nearly as inefficient, or suffer from other flaws (plasma beam's comparatively short range, plasma cannon's inaccuracy, plasma-blast cannon's exceptionally low rate of fire). Of these, the plasma blast cannon is probably the best choice; it's got good range, low flux cost, and does a nice chunk of burst damage. Still, the last Dragon I outfitted, I ended up just using the hardpoint for an alien blaster.
My suggestion for this slot on the Dragon would be a built-in weapon, using firing graphics similar to the current Laser Tri-Beam (omg so much glowy!), and statted as an extended range, high-efficiency scorcher. Doesn't need more DPS - just the range to actually reach out and touch someone, and the flux-efficiency to not overload the Dragon from firing it.