Well, not that I know much about real world lasers, but my take on the different lasers is a little different:
- PLasers: they emit a very low power targeting lasser while charging the capacitors, and when they have locked on this targeting laser, they emit a burst of high powered one. Of course, as you say, they shot several of those each round, and the single roll is teh tota leffect.
- Blasers: they emit a continuous high powered laser, more alike a torch, so to say. With 250 MW power used on them, even if this contiuous beam is only about 25% efficient (as you tell about RW ones), this would be about 60 MW, I guess enough to do considerable damage.
This would explain the better accuracy of the BLasers (as any momentary impact can damage) against the increased damage of the PLasers (as they fire higher enerby pulses from the capacitors).
As per heat, of course BLasers would neet a better dissipation systems (I don't know which ones, as I'm not a physics expert, and none of us can tell what higher TLs than current one may bring), This could explain the higher cost of BLasers (despite the PLasers needing capacitors, that would neither be free).
As for the effect this may have on Sand Casters, if this is accepted, they may be fired as soon as the sensors detect the targeting lasers of a PLaser on the ship (albeit, as lasers travel at light speed, I'm not sure they will hav time to fire and siperse the sand before it switches to high power burst and hit the ship), but cannot do anything against BLasers
unless they are fired preventivelly, as CT:LBB2 showed, or as MgT HG uses them, not being fired against a specific attack/barrage...
Nonetheless, see that if so, they could also affect outcoming fire...