Have to say I find the notion of reworking pulse into another projectile weapon painfully uncreative. We have 3 ranged weapons, one melee. We don't actually need more ranged weapons, despite how much we all love the pew pew. It would be better if pulse could be made to work somewhat as intended.
Pulse had some lingering value, but that value was ruined by recent collision management 'upgrade' that literally teleports your ship away sometimes if you try to melee an enemy capital or base.
Particularly in the current meta of docked hull it would be nice if the game still allowed you to close at speed to make passes with laterally-oriented PPE arrays because they project out and can totally bypass docked hull (and ignore advanced armor in general, including Pierce passive) to erase massive balls of systems from a target.
The complete uselessness of pulse in practical play is more about performance than how the weapon itself is implemented. Lag wrecks high speed maneuver. The game often pre-empts anything that looks like it might become a large collision. These two factors make melee impossible.
As a slaved effect, pulse is just fine as is. More varied weapon effects would be cool, but the current effects work.
[doublepost=1499355471,1499354975][/doublepost]If the reality of gameplay under this code is that effective melee will never be viable due to the weight from collisions, etc, then I would prefer to see pulse primary modified just by greatly expanding its radius, appropriately lowering it's direct damage, and enabling it to be used for caster-centered aoe effects (stop, pull, emp, shield supply, shield drain, etc) to allow better, more meaningful support builds oriented around fleet-grade buffs/debuffs, heals and positional effects.