Thanks, I had missed that.
You can get slightly more default range (at less damage) with an N-PAW, rather than a C-PAW:
The column for C-PAWS is for single mode only C-PAWS. All N-PAWS use the other (worse) column. This is noted just above the table itself, so unfortunately, N-PAWS will continue to suck.
Mind you, in my experience the main limitation of small PAWS is actually their limited damage, capped by tunnel length. Note that meson guns have the opposite problem - their range is capped by length, but damage is based on diameter (though not explicitly, this is how it works out) and there's no cap on meson gun diameter.
Large spinal PAWS are weird, too - they end up really thin, and the tunnel takes up a tiny (for its performance) volume.
By the way, unless you're giving a space combat weapon a huge RoF (400/800), it's not really worth worrying about damage past 40 hexes, because you can't hit anything much past that anyway without the bonus from very high RoF. This would be to the detriment of very long ranged lasers
if focal array volume was actually very significant.
Oh, also, large PAWS and meson guns need more crew, lasers only ever need the gunner (and they might be sitting at a MFD, controlling multiple lasers).
Basically, while I love
FF&S, it wasn't exposed to enough munchkins during playtesting. I'd probably cap lasers at something quite low, like TL x 25 MJ, which allows all the listed 'standard' lasers, but not anything much more powerful than those. This keeps lasers as the preferred turret weapon, but prevents them overshadowing spinal PAWS and meson guns (PAWS and meson bays will probably still suck, though). Alternatively, fixing the armour penetration divisor is an option, but that doesn't fix the range issue, and it probably makes small ones too weak or allows large ones to remain too strong.