Pseudo- inertia (NOT max speed) should be enough to balance mass/thrust dynamics ... turning, cold-starting and stopping a huge mass should be huge problem (without commensurate huge thrust energies)
>>> what is not fun about physics? :)
For me, a problem visualizing beam/energy/laser weapons damage is that their effects are all about relative scales & frequencies...
Interesting and varied damge patterns might do a lot for the enjoyment of the game.
Perhaps it is worth considering different types/concepts of beam-weapons in...
only within an atmosphere or against some resistance ... assuming availability of sufficient power and/or time, only acceleration/deceleration should be different for different masses in a void/gravity-free-vacuum...same max/min speeds are potentially attainable.
full mixed asset mech game - check
a full server at some point every night - check
a team of dedicated developers and testers - check
drip-drip of new players who come and stay, as well as occasional pubbers - check
community support and events - check
excellent pvp action - check
I agree to an extent - 1.0power did allow a lot of fun/function, even with the 'excess',
However when the goal was an ultimate min-max-death-boat, 'fat-trimming' was obsessive, worked within very narrow ranges, and (worst of all) produced a min-max-arm race....or just left a few...