This came about as a result of me looking at the main book, and then the High Guard changes for lasers, and saying "That just doesn't seem right." None of these designs have been playtested (yet), so feedback is highy encouraged.
Pulse Lasers are primarily defensive-- essentially energy version of Phalanxes. They do 1d6 damage, but due to their spread have a +2 to hit and to damage missiles, boarders, and any craft less than 100 tons. Because of this (and tonnage) pulse lasers are good choices for small craft.
Beam Lasers are primarily offensive. They do 2d6 damage, because A) there's a lot more energy behind a constant beam than a pulse, and B) with the "hose" effect it's a lot easier to aim the laser and keep it trained on a target for maximum effectiveness. They are, however, terrible at hitting anything moving quickly, and so suffer a -2 to hit anything less than 100 tones.
My players like it, but please, tell me what you think.