Given 1mj = 1MW/sec;
Given 40mj/cm2 is required to damage a civvie ship hull.
Then what are the power requirements of a standard laser?
If I assume a power efficiency of 50% at TL12 (5xTL-10; nice breakpoints), then the input power should be 80MW.
A standard turret has 3 slots. 3 lasers in a turret would require 240MW... in short, 1 EP.
THEREFORE,
I'm thinking that for MTU, every socket which mounts at least one laser should have 1 EP designated to it. I'll assume that the "remaining" 10MW doesn't exist -- the lasers require a bit more than 80MW, the turret has some high-power engineering requirements, shunting heat away to ceramic coils introduces inefficiencies, blah blah.
Problem:
In High Guard, a pulse laser requires 1 EP, right? And a beam laser requires 2 EP? Well, do I have to go back to the drawing board?
Notes on laser efficiency:
At TL9, laser efficiency is 35%, meaning a 40mj laser requires appx 114 MW. Assuming there's always only 1 EP per turret, a standard turret at TL9 can only mount 2 lasers.
Conversely, efficiency at TL15 is 65%: 62MW per laser. This justifies a barbette: four lasers in a barbette takes 248MW, with a slot left over for something that doesn't take so much power.
Notes on hull armor:
Taking the T4/T20 route, hull armor would 'absorb' damage points to its given armor factor (AF); remaining points would actually cause damage.
All armor has a damage threshold, in megajoules. For civvie ships, the armor threshold is 40mj, which doesn't provide defense against weapons. Therefore, the standard civvie ship would have an AF of 0: all starship combat damage causes damage.
So then, there's a direct mapping of the armor's energy threshold (E) and a ship's AF: AF = [E/10]-4. Not pretty, but not bad either.
Anyhow, if an armor can withstand 80mj, the AF increases to 4. The ship absorbs 4 points of damage from every hit. That's a powerful armor (I wonder if it's too powerful?).