I have a suggestion - remove all kinetics weapons. Why do we need them anyway? Energy weapons have null void beam that destroy shields, penetrating weapons that makes any defence irrelevant, and now T weapons that are extremally strong, and what kinetics have? Erm... lot of other engi tech so you cant improve them as much as energy in end-game? yeah... great...
...
2. The fact is that energy weapons have everything, and kinetcs have only hard time of upgrading them via repetables, and that penetrating weapon is both - op, and energy.
Edit: its funny, because You are disagreing with facts xD You may not like it, but its a fact xD
This was bad communication and arrogantly rude. Those who use hull penetration weapons know the dps is lower, but also the damage varies from 1..N where the kinetic/laser/plasma tech guarantee more and a max of about 3N/2.
Whether anti-hull weapons are the best choice depends on ratio of shields+armour : hull points, so against FE/AE and many crises forces they are a good choice, but against empire ships with most points hull, the cons of a lack of good L slot range option (except if you pair cloud lightening with Fed DLC juggernaut with the +40% range module). The big kinetic have shorter cooldown, so their damage chews at shields opening the target for a big energy hit. Note that massive 1000 pt kill shot may be totally wasted on a 400 pt ship, which ought to be considered before being snide to the developers.
That is a good balance, only carefully designed fleets can be more effective than long range kinetic plus laser/plasma.
Consider Flak, if you need high tracking it's kinetic, plenty of late game fleets use strike craft/missile combos in addition to the battle cruisers and titans.
Frankly I was surprised that the ion beams were not in the energy category, probably a simple oversight.
Last point is you can control which repeatable tech is researched with the automatic repeatables mod, so you have a way to pick which engineering techs to ignore to optimise research points.