Onca, thanks for making this post, I didn't have much time to check over mine and I went on a trip the next day. My damages were all wrong on my chart due to some wierd wording in DS.
A couple things we might do with this... One, I think range needs to have a bigger impact on a weapon's evaluation. I typically look at muzzle velocity over range to evaluate a weapon's accuracy but that doesn't mean there aren't effective ways to fight with high range weapons. If we want to have balanced weapons, and have a variety of styles to choose from at the same time, we'll have to consider multiple fighting styles in equality. Longer range means you have more time to apply damage to your target. A higher range weapon would need be defficient in one ore more other areas to be balanced. The muzzle velocity (Projectile velocity,) has a large effect on accuracy in my experience as a lower projectile velocity gives your target more time to evade your shots and you don't have to lead your target by such a drastic amount. I simply averaged the two values to come up with an accuracy rating for the weapon but that method assumes range and muzzle velocity are equally important, which is debatable. So in summary, range might not mean much to Onca, but to have a good analysis that includes many perspectives we should take it in to consideration. It might help visually to rank the weapons in each category rather than list them alphabetically.
I agree having two faction weapons with different muzzle velocities gives one accuracy problems, but perhaps they were made that way to force players to use one or the other? It seems that those factions that have 2 class 9 weapons have one really good weapon and one mediocre to poor weapon. The exception to this is the Corsairs, who have two very good weapons. It should be noted that this game currently has 2 widely used sheild busters, one with 750 m/s (Adv. Debilitator,) and the Tizona/Colada at 600 m/s. Those factions with weapons that go 500 (Reinland) or 700 (Outcasts) will have accuracy issues if they try to use sheild busters with their own weapons-this may be a good thing as both of those two factions already have primo weapons-except now that we've added the inferno torpedo mount weapon, Outcasts have the best faction fighter weapons in the game.
As for the weapons themselves
Your efficiency rating: did you divide hull damage per second by power used per second? or hull damage per second per unit of power? They describe two different things.
The Sammael: High range and High muzzle velocity makes it a very accurate weapon (also 8.33 refire.) Also, I noticed there are 2 versions of the gun, I understand there is one for the Guards (640 hull damage per shot OUCHHH) and one that is for sale to all (250 hull per shot EWWWWW) Compare Sammael with the Skyblast B, which has the same accuracy, same refire, takes 150 energy less per second but does 230 more hull damage per second (it also does 100 more sheild damage.) Skyblast B is clearly better than Sammael in every way, yet they are classed equally as weapons.. So yea, either the Sammael needs an upgrade, or redo the guard guns and put them up for sale.
As it looks now the Sammael either needs a damage boost, closer to the Skyblast, or an energy usage decrease.
The Disinfector is still inferior to other weapons like it (like the Salamanca II,) but it doesn't have as big a problem as the Sammael.
Onca, put range in your chart somehow and rank the guns in each chategory please, then we can really see all the problems.