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Lasers are good, especially once you get greens. They're flexible, being able to shoot down both projectiles and ships, they've got endurance for long fights that missiles just don't have, perfectly accurate to hit those aliums that dance circles around your ships, but they don't have a lot of punch, taking quite a while to damage hardier alium ships. I prefer using regular lasers over the dedicated Point Defense options because regular lasers have enough range that a laser on a ship can defend its neighbors, unlike the low range on the dedicated PD.
Plasma's great, not subject to PD, good damage, long range, fast projectile speed. It ain't 100% accurate like lasers but it'll hit more often than not, which is more than I can say for other magnetics.
You'll probably want a mix of weapons in your fleets to cover their different strengths, though each individual ship should probably focus on just one or two types because of how the support utility modules are.
Coilguns when you get them
Point defense/lasers are not optional, either you have them and survive combat, or you lose your entire fleet.
The only weakness is dealing with heavy ships. But you could mix in some size 1 nose railguns to overwhelm PD or just use the biggest laser to continue with laser spam.