And lastly, beam/beam has great range.
"Great range" is a subjective statement. Beam/beam has half the range of cannon/beam and one third the range of missile/beam. If you are fighting a ship that has a higher thrust to weight ratio and the fight starts outside of your range, you are completely screwed.
My own ships tend to be either completely optimized for missile/beam duels with a very high thrust to mass ratio to keep the distance, or cannon/beam with an even higher thrust to mass ratio (as I may need to close the range on missile/beam ships that are trying to keep the range). The only way a beam armed ship is going to be able to range on me is if they started the fight within that range, and even then, if they are not high thrust themselves, I am going to be opening up the range fast.
I am not a fan of beams, for reasons.
[doublepost=1508418981,1508418414][/doublepost]Missiles are a game unto themselves. Having just one or a few missiles is almost entirely useless as point defense turrets can easily handle a few such missiles. If you intend to use missiles offensively, you want to have large numbers of them so as to swamp the ability of point defense to shoot them down. Damage dealing missiles should do roughly 400K damage. More than that and you are usually just adding damage to already destroyed blocks. In addition to those damage dealing missiles however, you also want a substantial number of decoy missiles (1/1 block only).
The exception to all this is perhaps a cannon armed ship having just one missile/pulse/explosive missile, that can be hull fired. If one's cannons have already stripped a ship of it's point defense turrets, you can close in for the kill to finish it off with one big nuke.