Just saw the latest blog about the tech tree.
Sees weapons will vary based on damage, accuracy, range, energy required, and recharge rate. And it seems like the Rock, Paper, Scissors will be Torpedoes, Lasers, and Missiles. And it seems like the energy required is basically the size of the equipment based on earlier blog entries.
User Interface looks phenomenal but perhaps too many techs that can be overwhelming. It's usually a lot easier to decipher non-military techs than military ones.
In purely statistical terms damage * accuracy = average damage. So there's really no need to have variance of damage versus accuracy. Unless there are powerups that boost damage(in which case you'd want a weapon with accuracy) or boots accuracy(then you'd want a weapon with high damage).
Also, in statistical terms there's no need to make the tradeoff between lower stable damage versus higher damage but with greater variance. The only time it matters when you need an exact amount of damage when you kill an enemy but you won't know that before you go into battle.
I'm a bit conused on what you need medium range for. The Short Range is for Meat Shields. Long Range is for glass cannons. Medium range would only matter if there are area effect weapons like say a bomb that affects the first two rows. In that case Medium range ships would need Medium HP
Another reason medium range weapons would matter is if they have a unique path that no other weapon has, a movement akin to say the horse in chess.