can you throw me a link? I'm very interested about possible solutions.
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Hmm, interesting. Now that i am looking for it, i can't find that posting any more. I guess i must've written it in the beta-Forums which are not available any more. But as you asked for it and since it is your thread, i dare to re-write it here.

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Anyway, my line of thought is along with what Derath also just wrote. Give the big damage buffs to the short range blaster, after all you sacrifice a lot by installing this modification. In contrast, i see two possible paths for overcharged:
1. Overcharged should loose the increase of firing speed and have capacitor draw increase as much as damage does. It would still be an upgrade, as it could still do more damage in a shorter time window than the non-modified weapon, but it would not at the same time be more energy efficient than the unmodified weapon. For energy weapons capacitor limitations would slow firepower down, ballistic weapons are not affected negatively in any significant way. So for the omnipresent MC build it would still be a flat upgrade, for an energy based build it might be the encouragement to bring a more diverse mix of weapons. [Drawback: this would push people even more to multicannons into their setups. I don't have a solution for that yet, short of a massive rework of power consumption all over the weapons. ]
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2. What you also wrote: scale up jitter with the grade of a weapon being overcharged, instead of decreasing it with higher grades. This suggestion has one huge advantage: it affects all weapon types equally. No matter if you are using ballistic or energy weapons, the jitter (which i still would rather call "spread" as in-game term) would have the very same effect, the inherent advantage for MCs would be eliminated. But i still dislike this idea, as there is only one good way for pilots to deal with jitter/spread: get closer to the target.
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So if option two is used, short range blaster and overcharged are just two flavours of the same thing: more damage at the price of having to get closer to the target. I'd rather have overcharged as the "does not Change combat range" option, which makes jitter/spread not the way to go. But as it comes with little to no disadvantages, it should also come with less damage than the counterpart which buys its damage by accepting severe drawbacks.
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