Lecic, as Matt already pointed out previously, your contributions do tend towards the negative...
Also, we know already your opinion on B/B...and maybe there is some balance to consider there - do you have a suggestion ?
I get the impression that many of your comments are made in reference to power-regen-Maxed-out, super-optimized 'Big' ships, and often in relation to combat against some kind of near identical ship.
Pulse secondary has its role -a useful role of massively increasing alpha damage for addition of a small number of blocks/space. This is very useful for small and medium builds, e.g. kitting out a wing of mixed weapon/combat-role fighters based on a single hull, or turret sets. For swarms of micro ships also, some C/P might be very viable (B/B needs stronger power generation and space).
[of course weapon timing across multiple CPU can be a key design parameter especially as range is not codependent with pulse secondaries, as previously mentioned]
I find a nice chunk or two of pulse modules very useful in small/medium sized 'multi-function' player ships, with a setup to allow easy reconfiguration of weapon groups.
Salvage/Pulse is very effective, for a modest number of blocks, allowing the ship to carry various other systems, and maintaining high thrust; for example a relatively modest cannon set can be mounted - this can be connected to parts of the pulse system, for example to create a Planet Cracker gun. Reconfigured as a single Pulse main, or P/P weapon, this pulse weapons provide a powerful way to drop shields on a pirate station (for example), again in addition to maintaining several other weapon and ship systems + high thrust.
-Finally; internally docked pulse weapons, or linked to area-triggers, provide some interesting possibilities for astronaut traps....
-And Most Importantly; when linked to colored lights strings of logic fired single pulse blocks make a pretty light show