For Beam Lasers, the Thermal Vent already mentioned is a lovely experimental effect which cools while on-target much more quickly than it cooks while off-target. It applies a multiplier to its heat, which
appears to be something like 2 if you miss but −1 if you hit, so you need only a third of your beam time to be on-target to place this deal in your favour.
Given that Thermal Vent is indeed a multiplier, note that using the Efficient modification will make the cooling less effective, while using Short Range will make it more effective. I use this in place of Heat sinks; here is a view of
Thermal Vent cooling some Shield Cell Banks (class 4 with Short Range; watch the Heat display).
If you have Burst Lasers, it actually helps against ordinary pirates to put Thermal Shock onto one of them. To be clear, you will not actually overheat a pirate this way, however the increased heat does stop them from boosting. Otherwise, by far the most notable effect is Inertial Impact for very high damage if you can get close to offset the jitter it brings, thus also elevating Short Range as the best main modification to use. Here is an
Inertial Impact demonstration I made while Fragment Cannons were not working (two class 3 with Short Range).
Aside from that Beam again, that video also contains the Cytoscrambler powerplay variant of the Burst Laser, which has become one of my favourite weapons. It is only class 1, yet deals damage to shields as if it were class 3–4, and can even strike hull effectively if you have Corrosive Shell present (from a Multi-cannon or Fragment Cannon). As a Burst Laser itself it can also be given Inertial Impact, and I have been using one of these at all times since around mid-3308. Here is a
non-serious demonstration of Inertial Impact Cytoscramblers versus corroded hull; not the
best damage, but incredible for small weapons with only 1 Piercing.
I suggest not concerning yourself much with Pulse Lasers, perhaps except to provide the Emissive effect if you need it, although it would be as well to use a Multi-cannon for that. Emissive increases the target visibility for your sensors, which is useful for keeping gimbal weapons pointed at cold-running ships, or indeed retaining a missile lock.