I'm in the process of getting ready to train Tech II lasers and then Tech II Amarrian frigates and cruisers. The main reason is that the hybrid ships I specialize in are not as in demand as their laser counterparts.
Overall in the community there is a belief that hybrids are overall inferior to lasers. The weapons share a lot of characteristics: fixed damage types, instant damage, use capacitor, have various ammos for an inverse relationship of damage to optimal range. Projectiles share some of these traits but not all (i.e. don't use cap, have different damage types, fixed range types) so I don't look at them here.
Below I made a quick spreadsheet comparing the biggest caliber weapons for hybrids and lasers in both short range and long range types. These numbers are based on all level V skills and no ship bonuses. DPS values take into account reloading times of hybrid weapons.
In the long range weaponry, we can see that the range advantage of the railguns is minimal while the tracking and damage advantage of the beam lasers is quite significant. This is balanced a little by the massive cap drain of the laser weapons which requires logistics support or specialized ship bonuses to mitigate.
Overall beam lasers have the advantage in all but the most extreme cases.
For the short range weapons, the pulse lasers are obviously the superior choice. Three times the optimal range so its effective engagement envelope is far larger. Tracking is more than adequate; look at the lower chart and see that the advantage of the blaster is a small range of speeds before both are out-tracked. Damage advantage of blasters is significant but hampered by the lower range. Fitting is comparable. And while the cap use of the pulse lasers is more than twice as high as blasters, logistics and cap boosters even the playing field in most cases.
Simply put, pulse lasers are more tactically flexible than blasters in all but the extreme short range and heavily webbed targets.
Now I've ignored ship bonuses, faction and Tech II ammo, damage mods, etc because I wanted to give a relatively equal comparison of the weapons. Besides, for every Gallente ship with a damage and tracking bonus, there is an Amarr counterpart. For every Magnetic Field Stabilizer, there is a Heat Sink. For every Null ammo, there is Scorch.
Not to mention the other advantages of lasers such as not needing massive cargo holds for ammo and much faster switching of crystals compared to hybrid charges.
While I still love my hybrid based ships, I do want to explore some interesting laser based ships such as the Abaddon and Zealot.
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I would be remiss if I did not provide a suggestion for how hybrids could be "fixed" or at least improved.
I think rails suffer most from their reputation of low DPS. This could be partly improved if combat ranges increased beyond the feasible beam laser and artillery engagement ranges where long range railguns would be superior. However, a lot of game mechanics in Eve would need to be addressed in order for this to work, not the least of which is near instanteous probing and warping onto of on grid fleets. Perhaps we need to remove on grid warping to start, i.e. up its minimum range to 1000 km instead of 150 km.
As for blasters, I think some combination of optimal range and tracking improvements are called for. While you might not think the Heavy Neutron Cannon II's range is all that shabby, remember it has the best range of all blasters and most are a lot less. A doubling of optimal ranges for blasters would not be untoward in my amateur opinion, coupled with a slight tracking increase to compensate for the changes to stasis webifiers way back that made it hard for blasters to adequately track targets at optimal range without multiple webs or web and scrambler.