Ok, I've added in 4 new weapons, 2 energy PD (well, one is just a heavy-fied version of the other), and 2 ballistic high explosive. Will add pictures soon (next post maybe?)
Impulse blaster: This weapon, while it may not be as good at tracking enemies as a PD beam, will blast them out of space with a hail of wide (if not terribly accurate) energy pulses. While each pulse itself is distributed over a large area, and thus tends to vaporize only a very thin layer of a ship's armor which easily shrugs off the lower power density pulses, this wide-area explosion is significantly more powerful against hull internals due to the sudden force - the impulse, hence its name - against the weaker internal structure of the hull. Shields also take the full brunt of blocking each pulse and thus can be quickly overwhelmed by a number of impulse blasters firing in sync. As fighters and frigates tend to have only minimal armoring, and missiles have none, the pulses are very effective against them. Against a large capital ship, even one with comparatively thin armor the impulse blaster will be significantly less effective. The small size of the weapon's enclosure also leads to flux distribution issues, forcing it to stop firing after 20 pulses while the system resets. Physically, it is among the smaller medium-mount weapons, in fact, just slightly larger than the largest small energy turrets, but its relatively large internal flux distribution system underneath the turret proper to help it get back to firing as quickly as possible prevents it from fitting in a small slot.
Impulse projector: While the impulse projector fires its pulses no faster than its smaller sibling, and each pulse is only slightly more powerful than before, the projector is capable of firing continuously (thanks to its significantly larger turret housing which allows for superior flux distribution systems) over an appreciably larger range, sacrificing some of its accuracy. Because it allows for continuous fire though, it can quickly build up flux. It absolutely tears through missiles and fighters however, though it has an even worse time tracking small, perpendicularly moving targets than the blaster version, as the larger, heavier turret housing has an even harder time turning to face them, but under manual control, is definitely a very deadly weapon to even quick-moving frigates like the tempest. With its sustained hail of energy pulses, it can (relatively slowly) burn through thick armor, though its really put to best use directly attacking the hull or overloading the shields, as it can put out an impressive 600DPS in total pulses.
Fusion bolter: Heavy ballistic high-explosive weapons don't get much better than this. Combining the 'oomph' of a hellbore (well almost anyways), and the speedy projectiles of a hephaestus, the bolter is capable of blasting through the thickest armor in several rounds, without having to worry that the ship being targeted has run away. And while it can deliver more total firepower than the hephaestus or hellbore, it requires significantly more ordinance points to mount due to its larger magazine and complex quick-loading system, and can quickly burn through its supply of ammo, especially if wasted on shields.
Meteor cannon: Something of a miniature hephaestus precursor, the meteor cannon is essentially a smallish-medium mount that packs significant DPS... it works great against capital ships, though it more often than not fails to hit smaller, faster ships unless fired at near point-blank range due to its relatively low range. More modern assault guns tend to have larger magazines as well, but if one is short on ordinance points, and wants a cannon that can take on larger ships, the meteor is definitely a viable choice.