You guys are going to have to be more specific
If it's about ammo: like I said, in my view, it was not a meaningful balance tool or differentiator, except for extra-long battles, where it basically just means low-tech ships can't do those.
For Salamanders, the goal of the change is so you can no longer bait all of them out before the "real" fight starts. It's not something that could be fixed with AI, due to the nature of Salamanders requiring them to be fired at medium range, where the targeted ship can then decide to back off and rinse/repeat. For Harpoons and Sabots, for example, AI improvements were sufficient to make baiting them out unattractive. Not so for Salamanders.
Similarly for Plium and Hurricane, except here the ammo regen rate is lower than the rate of fire, so there's still some consideration as to whether firing makes sense or not.
For beams, it's mostly usability changes and relative balance compared to other energy weapons. Slightly lower OP costs make sense given that beams aren't "primary" type weapons.