ASW and Blue Planet - both mods with exceptionally beautiful special effects.
When I went with capship plasma cannons, I actually took (almost) the exact opposite approach - fast firing, reasonably low-damage rounds. On the other hand, I was making a 'slow and steady' type weapon, since beam cannons would fill the job of providing huge bursts of damage. If you're making a projectile weapon intended to replace beam cannons entirely, then yes, I would expect such a weapon to do enormous damage. Sort of like that huge cannon the Akrotiri had in ASW.
You can test the balance very easily with one-on-one capship fights. Just save the mission, and open it up in the tech room.
Overall, the only potential balance issue I see with it is the extraordinarily long weapon range and lifetime. 12 kilometers is a very, very long ways in freespace 2. This gun has over three times the reach of the GTVA Trebuchet. I don't know exactly what kind of ships you're using, or if 2500 damage is all that much in your mod. The long range infers a sniper-type weapon, and I
generally find that extreme long-range weapons shouldn't have excellent damage output (though, of course, exceptions do exist).
That is, unless you've completely redone how fighters and capital ships maneuver, and made it so that 12 kilometers isn't really that far. In that case, you might have just finally fulfilled my secret desire to see a Freespace 2 mod, with ships that fly as fast (or faster) than modern fighter jets.
