Eh, depends on how you consider the > signs being manifested. You can do stuff with launchers that you just can't do with cannons or beams for quite a while. Wrecking T3 stations basically from the start is the big one, there
Takes a while to do it (insofar as holding down the attack button goes), but it's a cinch to start dropping stations as soon as you get the tech up to do damage to their shields faster than they regen. Which happens really, really early.
Cannons and beams you actually have to get close enough the station can shoot back. Fie on that, I say.
Launchers also seem to be a lot better en masse (that is, on all your ships) than cannons or beams, because they've got a pretty solid chance of continuing on to hit something if they blow up the current target. Even in vanilla, I'd fairly regularly see a full missile volley from my fleet destroy like three or four small ships in one go. From the ubiquitous 3+k out, of course. You've got to aim with the primary direct fire weapons. Missiles you just keep outputting constantly as soon as you're within the (massive) range. Makes a heck of a difference.
And yeah, the mod I think a few of us are playing changes things up a bit. Especially if you (ab)use the auto-turrets and launchers. Effing ridiculous, melt
everything in .2 seconds. So much dakka, aiee... Launchers definitely seem to be >>>>>>>> everything else in fight for big beef, from what I've seen. Including your CPU.
Incidentally, though, a grinder with a single huge beam and nothing but beam boosters is loving hilarious. It's great to see your constant beam go further out than the viewing area