Sounds good. I think I'd rather lasers have better range than kinetic if things are uneven. Beams are like the perfect tracers. I don't know about you guys but I can't see crap in a dogfight unless the ship is at least decently close.I use long range on all three of my lasers, I can plink ships up to 5 kilometers out, doesn't do much damage but it gets their attention and can stop them from chasing a miner or keep a larger ship in the asteroids where they can't maneuver.
Another reason I may ditch the tactical graphite paint job and go for something more colourful. Even if you stand out, you're not gonna see much PvP action anyway.
For the large beam, I ended up going with 'effcient' and I found it much better. Hat tip, aRJay. I only got heat damage warnings twice and I was really going at it. There's no way I could overcharge the medium beams but I'll definitely look into long range .
Some other things I liked about efficient beams, which I didn't expect, is that they increase damage and appear to have less mass. I've been making similar trips recently and noticed that they required one less jump.
I feel like weapon related pinned blueprints are even more pointless than they are for other module types. There's no logical reason for restricting blueprints in the first place, and there are so many engineering combinations you might need from ship to ship that you may as well not have the pinned option in the first place. You'll have to keep visiting the engineer regardless.
As I see it right now.