In a multiplayer environment , dedicated pulse ships can struggle to connect hits without a very generous pulse radius. Fighter class have to fly too close to collision range to be reliable , and are vulnerable to counter-pulses from the larger ships.
Pulse arrays for those should favor radius first , reload second due to diminishing returns. Extending the pulses longer than 3 blocks Z-wise is counterproductive as the target will be sent flying , forcing you to chase after it before recover.
Defensive pulses can make full use of Z-scaling , though , to push aggressors out of pulse range.
I have yet to try pulse stealth frigates , but expect they would fare poorly. Increased collision calculations are bound to cause more lag , ruining ambushes. The higher area of exposed power wires would also raise the risk of powerdrain counter.
Overall , I\'d recommend sticking to the all-guns cloak ship doctrine , as increased damage and shielding matters more when engaging larger ship classes , especially dealing with turrets.
Pulse ships are useful for roleplay reasons , when you want to capture enemy ships intact.