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Because the targets are always 'in range' in the weapon test mode they fire on those instead of swapping to PD mode.
For variable lasers they're a bit less effective than laser PD, but they give you the edge in close combat against enemies packing dedicated PD weaponry. So you're trading some defensive potential for extra close ranged potential.
While closing in with the enemy, it will shoot down incomming missiles or drones(not to mention boarding pods), reducing the impact on other, unshielded ship designs which stays further back.
And when they get close enough, they have increased firepower instead of being stuck with PD-only weaponry, allowing them to take down enemies quite fast, inspite of "sacrificing" firepower for the Deflector command section.
I also like Variable Lasers on BRs, as it gives them some decent PD when closing in, and adds to their killing power when close.
I am not that big a fan of Variable Phasers.
EDIT: Upon further testing, in combat missiles are shot at by PD (PD Phasers), but not Variable Phasers. Maybe the Medium Mounts just track poorly but after setting them on ALL I notice they don't fire at missiles flying by them. Setting them on PD is different but I kinda thought the point was to be more hands free with the setup.
As with phasers I just wanted to make sure they actually make an attempt to fire at ordinance rather than doing it at point blank.
I specifically wanted them for my Levi anyways and the other option was to go Carrier Levi w/ Escort BRs filled w/ PD. I still will probably do that but it's great to know variable phasers do... stuff.
I can see potential in Variable Lasers but only on certain ship types as mentioned above.