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				 Re: Weapons 
 One argument for WMGs takes into account their first-shot power.  Namely, they're highly damaging range-8 beams that even get a substantial to-hit bonus (+30% if memory serves).  On a faster ship, in a small-scale battle where manuevering is possible, the WMG-carrying ship may never need to get in range.   With bigger ships and bigger firepower -- but *not* tougher components -- he who first blows away the other guy's shields and armor may be able to disable several weapons / engines / etc the next round.  I'd argue that being able to do a lot of damage, first-shot, can be a very, very crucial advantage.  It's a similar idea to that behind rocket pods for fighters; while they may not do much damage later in the fight (none, actually), it's no consolation to the victim if he's already been blown away...
 Propulsion Experts + Religious suggests an interesting combo:  a battlecruiser, with 6 Quantum Engines and a Solar Sail III, for a speed of 13(7), along with a Religious Talisman and Huge WMGs (doing something like... 420 ea?  Don't recall).  Given that most ships don't reach a combat speed of 7, and that most ships aren't terribly accurate at range 8 even if they *have* range-8 weapons (at least if the target has ECM III), the BC will probably be able to do a LOT of damage as long as it has the room to outrun its victim while the WMG recharges.  That, plus the high damage gives a pretty good chance of breaching shields/armor faster...
 
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 -- The thing that goes bump in the night
 
				__________________Are we insane yet?  Are we insane yet?   Aiiieeeeee...
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