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Oh, as for ship weapons, I haven't found a favorite yet.
My science BOFFs.
No joke. Gravity Well III rocks.
I'm a big fan of Ba'ul Antiproton as well, though they really do need the lobi set to properly shine. You should throw in Kemocite-Laced Weaponry while using FAW3 with them... the chains each get their own chance to proc the KLW explosion, and since every beam bounces to two other targets it tends to light up space like the 4th of July.
I haven't found Ba'ul Antiproton cannons to be all that wonderful, sadly. It seems to be the beams that set the world on fire.
Space: Disruptor, Polaron, sometimes AP.
For space weapons, you generally want to make sure all of your energy weapons are all the same energy type (all phaser, all disruptor, etc)... this because you get the most efficiency out of the Tactical consoles on your ship, which should in turn be type-specific boosters for that type.
The six energy types use the same damage scale (for generic lootable/craftable weapons) so there is very little inherent advantage to each over the others (the advantages generally are in availability of non-standard weapons, set bonuses, traits, and universal consoles).
Most builders also recommend having your energy weapons be all beams OR all cannons (turrets are cannons) because you will get the most efficiency out of your Bridge Officer fire-mode skills.
In addition, due to shared cooldown issues, it is generally advised to use only one torpedo (or none).