Okay....What I read originally is definitely no longer in the document, but I have found a few references that ring true to what I originally read, but are not as "BLUNT" ?
I am copying in the sections and highlighting the text I am referring to using BOLD and BLUE.
Overcharged (Weapon):
This Blueprint is just too powerful overall, and used ubiquitously. We’d like to rein it in overall (while still leaving it king of raw DPS), especially when combined with projectile weapons that are not affected by the active power draw:
Damage Modifier slightly increased (to 35%-45% from 30-35% at G5).
Fire rate modifier removed (was 8%-20%), primarily to differentiate from rapid fire.
Added clip size reduction modifier (-15% to -25% at the top end, though as the fire rate modifier has been removed you get more damage per bullet and don’t fire for much less time).
EDIT: Sorry, Rapid fire was missed from this post entirely! And there was an error in the source document I was assembling this post in anyway, Updating to include changes to rapid fire:
Rapid Fire (Weapon):
Rapid fire was a defacto recipe for energy weapons that wanted a DPS increase, but gives a little bit too much of a boost to energy efficiency and wasn’t attractive to projectile weapons. These changes also bring it in line DPS wise with Overcharged, with some differences to account for their respective alternate effects. Either should now be a valid choice depending on player preference
Active power reduction reduced at the top end (now -25% to -35% rather than -30% to -50%).
Armour piercing modifier removed (unusually out of character).
Reload speed improvement added (-50% to -65% reload time at G5).
Lower end of the range for the rate of fire change has been brought up, making the results more consistent and higher overall. Now -35% to -40% firing interval at G5 (was -25% to -40%). this equates to ~ 54-67% rate of fire increase up from 33-67%).
Damage reduction increased to correct total DPS, damage per hit now -13% to -15% at G5 (from 0% to -2%).