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Not entirely sure what you're talking about here. Could you elaborate? Weapon costs are already set individually.
The reason I'm leery of balancing by cost is that the choice it implies is a very straightforward one: use the best weapons your economy can support.
Power costs are a little better, because thirstier guns implies more reactors implies less defensive modules, so you've potentially got a gradient of use cases there.
Nothing I do seems to stop strike craft getting slaughtered, though.
Sorry about the late reply, I had a busy weekend.
If you're talking specifically about balancing weapon *trees* against each other (as opposed to individual weapon *types*), that wasn't something I was concerned about- it's the easiest thing in the world to break into a different tree, and it's actually the superior option. If you stick to one tree then everything has to bottleneck through the one research slot.
They get a little bit of extra shield damage/passthrough and a little bit of armour penetration. It's a grab-bag sort of thing as they didn't really suggest any sort of individual identity to me.
The way I've balanced things, though, means that if one weapon's shorter ranged or less accurate than another then it has a higher base dps to compensate, and if one weapon has a bonus against armour or whatever it has less damage. It's all set up so they're supposed to be roughly equivalent (for a given tech level) against in the "average" scenario. Different weapons become relatively stronger or weaker as we get further away from the average, but none of them should be completely useless in any circumstance.