For starship lasers, pulse lasers penetrate defenses less effectively (because it takes more weapons to attain an attack factor) but inflict more damage if they hit.
Is this because the pulse laser can better penetrate the starship's armor (as opposed to penetrating the starship's defenses - a different concept).
That's the way I've seen it. Basically (CT/HG) comparing:
Pulse Lasers operate at a higher power by charging the capacitors longer between each shot. This results in a higher damage (armour penetration) when the shot or shots hit. However there are fewer shots fired to cover the same attack so the chance of hitting are reduced.
Beam Lasers operate at a lower power by charging the capacitors for a shorter time between each shot. This results in lower damage (armour penetration) when the shot or shots hit. However there are more shots fired to cover the same attack so the chance of hitting is improved.
Both lasers operate by cycling discreet shots over the combat turn. A Beam Laser is not a continuous beam. And a Pulse Laser is not a single shot. How many cycles? I leave that vague to protect the innocent

They both draw the same power, they just apply it differently.
The cost difference is something I've long disagreed with and house ruled as reversed.
In MTU:
Beam Lasers are less expensive, less robust, they don't have the higher rated capacitors. Beam Lasers are generally civilian and defensive weapons ideally suited to marginally trained gunners, low computer ratings and anti-missile fire. (The lack of gunner expertise and beneficial computer programs do not impact the role)
Pulse Lasers are more expensive, built more robustly, with higher rated capacitors. Pulse Lasers are generally military and attack weapons better suited to well trained gunners, higher computer ratings, and targeted fire. (The availability of expert gunners and computer bonuses offset the negatives and bring the extra damage to bear in combat)
...curiously, since I have also long had Missile and Sand launchers blended into one weapon platform (a Launcher, capable of firing both), it never occured to me to treat Lasers similarily and just have the cycle rate variable. I think I'll have to adopt that now as well
In MTU a simple Sand launcher is as listed, MCr0.25 and is only good for Sand. And the basic Missile launcher is as listed as well, MCr0.75 and only suited to Missiles. The option for a multirole Launcher is there that handles both for MCr1.0...
...I think to adopt the Lasers to it (and clutter up the Major's thread with my thinking out loud

) I'd have to make the Multirole Laser MCr1.0 (capable of either pulsed or beam fire), the Pulse Laser MCr0.75 and the Beam Laser MCr0.5 (though prices flipped for canon use)
If any of that is useful to you Major B it is entirely an accident
