Each race generally has three 'main' weapon types that can be upgraded. With TEC and Advent, these weapon types are generally fairly balanced among their unit types, giving you a few different 'builds' to choose from early game if trying to maximize research efficiency.
TEC:
Laser (4)- LF, caps, SB, support cruisers
Autocannon (4)- Flak, HCs, caps, fighters
Missiles (5)- LRF, caps, SB, bombers, anti-building
Advent:
Laser (6)- LF, flak, caps, SB, fighters, support cruisers
Beam (4)- LRF, caps, bombers, turrets
Plasma (4)- HCs, caps, SB, anti-building
Visari:
Pulse (3)- LF, SB, support cruisers
Wave (2)- HC, caps
Missile (8)- LRF, flak, caps, fighters, bombers, caps, turret, SB
Visari LFs and HCs have never been popular, partly because they're slightly overpriced compared to their TEC and Advent counterparts; but I think a large part of the problem is that Visari pulse and wave weapons aren't cost effective compared to every other main damage type. Upgrading Visari pulse weapon or wave cannons has little benefit compared to upgrading phase missiles. This creates a snowball effect late game, where choosing between building an unupgraded HC or a fully upgraded phase missile unit(s) causes the LFs and HCs to continue to be ignored. Of course, wave cannon upgrade costs don't help matters either.
I'm curious what Visari players would think about shuffling unit damage types around a bit. Just as an example, what if it looking something like this:
Pulse - LF, SB, flak, fighters
Wave - HC, caps, support cruisers
Missiles - LRF, bombers, caps, turret, SB
Combined with some other changes such as lowering wave cannon costs and maybe adding a third tier of upgrades to pulse weapons, would this help Visari internal balance at all? Or would taking away phase missile from fighters and flak be a net nerf?