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The vanilla heavy laser is pretty niche. It's pretty much only really good at taking out sectopods. Built into OpenXCom is support for an old mod worth checking out. It's called XComUtil Alternate Heavy Laser or something along those lines. It turns the heavy laser into a laser version of an anti-material rifle and is pretty good.
As for manufacturing profitability, I'll direct you to this page -
https://www.ufopaedia.org/index.php/Manufacturing_Profitability
Ed-
Oh, and to mention the other laser stuff -
I really can't say that I'm a fan of the laser tank. The rocket tank just has more utility.
The laser cannon feels inferior to the avalanche missile launcher.
Yes it is possible to run open xcom with steam without adding it as non steam.
It's superior to the Cannon and the Stingray in range, accuracy and ROF. Avalanches and Plasma Cannons have a fairly high chance of just flat-out blasting a small UFO into pieces whereas with Laser Cannons, you can tear them up with complete impunity and still have enough left over for salvage while spending no cash or storage space on ammo.
Laser Interceptors are the most economic choice for hunting smaller UFOs late game; dispatching Plasma/Avalanche Firestorms against these small fry are a waste of Elerium.
I'll say I prefer lasers before you get plasma though. No need to buy ammo or worry about missing.
Laser Pistol: grenadier, assaulter. Low Tu cost especially on auto makes it a great CQB weapon.
Laser Rifle: general purpose. Nothing impressive here since the LR is average enough that it can fulfill many roles.
Heavy Laser: sniper, Sectopod Slayer (or a 2x2 terror Slayer). High Tu cost and high power makes it a good weapon for sniping those sturdy aliens as well as your #1 Sectopod slaying weapon if using blaster bombs might kill 3 civs.
If you might face Sectopods, a laser tank is generally better. Maybe keep a few in your craft late game so that if you do encounter Sectopods, you have them ready. However, Stun Bombs and Blaster Launchers work even better.