And i've already explained why it is'nt a fallacy, i will conceed if people make a valid point, but your attitude is starting to annoy me a little bit here, as you, seemingly will not, which is clear indication of a bias veiwpoint.
I have explained why your reasoning is the typical PvP biased rubbish and also why there is always going to be inherent differences between PvP and PvE combat balance perceptions. Ultimately, there are no PvE changes that will make players more tolerate of at least some PvP behaviours. That is a fact of life that PvPers like yourself will probably never understand - it has ZERO to do with level of difficulty per se in the majority of cases. It has pretty much nothing to do with any bias I may or may not have. As far as points being valid or not - I understand where you are coming from but you are blind to the false assumptions you are making even when the flaws are spelled out to you, this is far from uncommon amongst those that are overly focused on PvP in gaming communities in general.
If we are talking about specific engineering effects rather than specifically the weapons themselves then that is a crucial factor you left out. Engineering and tactical combat choices will also affect perceptions. At shorter engagement ranges, the Fragment cannon can be very effective but that is by intentional design - it is essentially a space shotgun. It is tactically avoidable in combat if you are prepared for longer range engagements.
Where Pack Hounds are concerned, it largely depends on the specific circumstances BUT in a 3.0 Beta Cutter with 2 PD above and 2 PD below a friend of mine found their use of Pack hound missiles countered more effectively than they expected during some ad-hoc and informal testing. I do not recall the precise ranges involved but it was not that far. As for the Pack Hounds being gimmicky, they are swarm seeker missiles which are not unprecedented in the space combat genre. Before some tweaks to the Thermal Cascade effect, the Pack Hounds were perhaps overly effective but as they currently stand their effectiveness has been toned down some. At close ranges, I know how such weapons can be effective - not from ED specifically, but from other games. That is bound to be irritating in PvP when you are on the receiving end, but at such ranges almost any missile is likely to be equally annoying.
Where torps are concerned, given the general scale of ED I have been put off from even considering using them for a variety of reasons - first and foremost being ammo levels. The addition of synthesis has not mitigated my concerns in that area. That being said, I am fully appreciative of their potential utility. In ED, they are probably as close to the original E-Bombs as we are likely to get and are not unprecedented in a general space combat context. At shorter ranges, torpedoes are bound to be quite effective but given the limited number we can carry their value is offset somewhat. In a PvP context, I can see how they may be annoying if you are on the receiving end but just be thankful FD did not include full-on E-bombs from the original Elite games.
Such weapons as these may be powerful when used appropriately BUT fundamentally there are counters to them unless perhaps when used at very close range. Insta-hit and virtually insta-hit weapons by comparison have very few counters except damage resistance or high shield/hull health points. Such weapons are the only weapons truly deserving of the "easy mode" label IME/IMO.
My point wrt the current level of AI difficulty is that it is about right for an on-line game that has to service different people of different skill levels in the context of an on-line game. Combat rank is not a viable metric to do as you would like, and it is not technically feasible to improve the AI to the degree that you seem to want for a variety of reasons. As it currently stands, the primary effect of combat level (as with most space genre games IME) is ship loadout and/or type. When it comes to missions with specific spawned opposition, level of mission difficulty seems to be typically scaled by quantity of opposition as well as type which is fair and reasonable.
It is ok that some seek a stronger challenge in PvE, but what is not ok is for such people to try to push for their sense of PvE balance to be imposed on everyone else where general NPC opposition is concerned. FD have balanced the AI combat loadouts and equipment damage levels based on feedback during the Betas. While I have not been involved with such feedback, I can not disagree with FD's general approach as they take into account a wide variety of points of view and settle on a balance they feel is right for ED as a whole. I don't agree with all the changes they do or attempt to do but that is a fact of life.
WRT general weapon balancing and availability - In a certain single player game that I have been involved with on the modding front (both as a creator and a consumer) I have noted there is a comparable split in the relevant community where combat balance is concerned. Such splits seem to be very common amongst gaming communities in general IME. Without going too much into details, the point is that the base game balance of ANY modern game is unlikely to satisfy everyone - especially those that may seek a greater degree of threat to the safety of their in-game assets. Not everyone considers challenge above a certain level "fun" and there are always going to be those that find the more balanced view towards combat not fit for them in a holistic sense (i.e. find things too easy).