Yeah when a miss occurs it gets stretched to infinty (or max range) and distorts the image into mush.
I did not use your tables yet Firecrack (I will try themshortly, wanted to learn a bit more myself), but at least now I know WHERE to correctly put those those two values! I edited them in to my Test Cannon. There's a lot of room between ($Beam info) and ($section). and with 12 values between them I figured it would take me a while to figure out WHY FS2 was crashing (it said weapons table parsing). When I saw it the way you did, right above ($Zadd) it started to work again

Unfortunately even messing with those values (35, then 70) I saw no difference. (I will look into this and other factors of my set up more later on)
However using my 512 x32 (or 64) trick I managed to make some interesting results (just wish I could make them move... Here are a few examples (some are racial beams for B5 and other projects) However the FIRST one is YOUR white-beam2 texture (I love the lightning look!).
Fire Crack's Texture I Lenghtened:

Vorlon test:

Unassigned Red Plasma:

B5 SHADOW beams! yay!!:

Lastly, improved my Shock Cannons a little: the 3 part version suffers, but single beams look a LOT better:

Now to make these suckers move!

I'll keep trying, I have all settings OFF except for glowmaps and shine so maybe that's a problem. I need to make it as vanilla as possible so my system runs. L8tr!