First, congratulations on your breakthrough! The little victories over hardcoding and contorted processes are usually worth the time you spend banging your head against the desk. 
As I was saying about ship earlier, though, the original hard points of the Excelsior do match the canon DS9 phaser emitters (which also match the exact arrangement of phaser hardpoints on the Ambassador Saucer). As far as hardpoints are concerned, there's simply no difference between the different types of phasers. Or disuptors, torpedoes, or any other kind of weapon, for that matter. Maybe you knew that and I just misread, in which case, please forgive me. Keep in mind also that the Excelsior was never equipped with phaser arrays like a Galaxy or Akira. It has emitters/banks that simply replaced the burst turrets (much less expensive and less labor-intensive refit process). This also means there's not really a need to adjust the texture or mesh itself. Regardless, your version of the Excelsior should still have 3 points on top of the saucer and 3 on bottom, each at 12:00, 9:00, and 3:00. Ultimately, though, if adding actual arrays into the texture is what you want, go for it.
Final note on the Excelsior: the only phaser emitters you should have are the 6 on the saucer. Any other hardpoints that carried over from the Ambassador are throwing off balance (each extra hardpoint draws from the total damage value inputted for that weapon direction in the entity file).
In regards to adjusting the discharge rate of phasers on fed ships, by changing those values you have effectively changed the actually DPS of ships. Basically, you've nerfed the entire Federation fleet. The weapon section of the entity file has a number of inter-related lines that all affect the damage value those ships can put out per second. Change one and you have to adjust another to make up the difference.
Personally, I'm of the opinion that just because we only ever see ships firing from one point at a time on the show doesn't mean that's how it would be in real life. If you've got the weapons, use 'em. This is put into excellent effect in Star Trek Nemesis, and just goes to show that a bigger visual effects budget can lend itself to more realistic space battles. On the other hand, there are several ships that I know for certain fire WAY too many weapons at once. I think the best way for you to achieve the result you have in mind is to reduce the number of weapon hardpoints (keep in mind this will increase the damage from each hardpoint).
The Intrepid is a known issue, but please realise that many of the models being used at the moment were not created specifically for SoA2. Eventually, they will all be custom. Plus, we're 10-15 years into the future of Voyager. Who's to say the Intrepid's deflector hasn't seen an upgrade or two?
In regards to the (-) in the matrices, the only thing I can assume is that it reverses the direction. That's just a guess, though. Why not open up a mesh file, then open that model in Max, click "Affect Pivot Only" under the Hierarchy tab and compare the arrows you see to the matrix?