Easy yes!, just delete the autocannon weapon out of the ships entity file & paste in 1 copied from a laser weapon.
So in the ships entity file delete;
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
Range 5000.000000
PreBuffCooldownTime 4.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 15
burstDelay 0.060000
muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.770000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
Then in its place paste in;
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 45.375000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 5.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.900000
TravelSpeed 2000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName
You can put weapons in from other race's too if you like.
NOTE; when you do this make sure you change the DamagePerBank:FRONT, BACK, LEFT, RIGHT to corespond with that of the weapon that was originally there. For instance, you will notice that the laser weapon above only has a value for DamagePerBank: FRONT. If you want all the weapons that Autocannon weapon used you will need to add values to the BACK, LEFT & RIGHT to the laser weapon you have put in its place, as it is in the AutoCannon's.
It wont effect the balance much at all if you have those DamagePerBank values similar to the AutoCannon's.