Your understanding of some types of weapons is incorrect.
Lasers use the same mechanics of damage drop-off as railguns, but due to a single shot, their damage and DPS at a distance is second only to Particle Beams. They also have a very high maximum range.
Plasma has the highest damage and DPS per ton. This means that 5000 tons of plasma guns (10cm C6, for example) will do more damage in the same amount of time than 5000 tons of laser guns, at <= 10k km distance.
The accuracy of the weapon depends on Fire Control, crew and officers, so lasers and even plasma will have exactly the same accuracy at this range.
They have. And that makes them a poor choice for long-range combat.
HPM does not penetrate shields. HPM cannot destroy the ship, but it can destroy your Sensors, Jammers and Fire Controls if there are not enough shields on your ship. This is especially painful for high tech, as FC can have a cost of 1200 and more. A swarm of HPM fighters can instantly blind any ship that is not protected by shields. You can’t defeat an opponent if you can’t shoot him. It’s a tool that makes it easier for you to achieve victory.
And you can take 0 damage from all enemy missiles if you have enough PD and shields. They are also very expensive, but can use a cheap FC.
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This is not true. All railguns above 10 cm will show damage drop-off at longer ranges.
I would argue that AMMs are still effective as offensive weapons. The phrase “AMM spam” sparks PTSD flashbacks in many Aurora veterans.
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Yes it does… So many AMMs do they never end 
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To not spam everything with somewhat offtopic content, I try to hide the reply with this forums versions of the spoiler tags:
Summary
I have been doing it since forever. It still works fine if you are committed to the RP even in C#, and you can for some ships counter it by simply upgrading the caliber of “shells” on later high tech (thus likely also larger) ships, so they can afford themselves some EW too.
I have got lots of examples, back to VB Aurora where I made a game with mainline ships that were so big that it gave me the idea they could now RP-explain large size 1 missile magazines as mere artillery stockpiles:
As you can see, these are configured so that the “turret” is actually the fire control, while launchers get added as “Barrels”. The “shells” are the size 1 WH4 missiles. By my RP standard that held throughout all games since then, I always demand that any “shell” type missiles must use 50-60% of their size for engines of always the highest available burn rate. They are supposed to be explosively launched after all.
Back in VB you could also have ground batteries similar to ships which I miss very much, because then you could also field artillery batteries on planets like these:
But the ‘size 1 on large ship’ paradigm didn’t always hold. On other games I did the literal inverse of putting massive artillery cannons on small craft. At that point there is maybe little difference between a normal torpedo safe the name, but the 50% engine rule still holds:
(These were necessities btw. because I had a game where I had to fight invaders of TL7-8 with my mere TL4. I could only safely engage them with extreme range munition on crafts of less than 1kt profile I brought with small 6500t capacity carrier frigates.)
On modern Aurora I have had a Warhammer game running for over a year, where I have now adopted a new version of the paradigm, which is to have variable SR and LR fire modes for the weapons provided by the lore. Also new is that next to “shells” I have started to store ammunition for the energy weapons as “pulse charges” too:
You might also notice the shift from the “barrel” launcher understanding to “auto-loader” or “repetier” in other lore. That is of course you can only justify so many barrels per turret, and I grew tired of having to literally aim separate fire controls for every turret on the physical model. They are back summed together as “batteries”, which makes the "barrel"denomination not necessarily inaccurate, but confusing.
The important switch to SR and LR versions of the same weapons is because I could not justify that the “Thunderstrike Macrocannons” for example would only be extreme point blank weapons, while some others would be artillery or something. On my first Warhammer game ever, I practically had only torpedoes to engage enemies with, while all the plasma-battery ‘macrocannons’, laser ‘laser-phalanxes’ and particle-beam ‘lances’ only saw combat if I forced unnecessary close engagement.
Though still fun, this kind of put a stain on the viability of the RP element, so now most weapons simply have alternative fire modes.
So I’ve finally come to the conclusion that the only way to really have a fully satisfying port of any sci-fi world into Aurora, you have to figure out a way to make the identity building lineup of their weapons work as missiles, as else they just can’t be used as intended(=identity building). I streamlined this idea and it now comes up naturally everywhere, like in this Homeworld port: