Ok AA so go run GPU-Z and tell me your results please... or did it just error "unknown architecture"?
'Swarm beam' does sound like the best way, and I'm sure there are plenty people out there that would like it. I'm not familiar with this section of the code, but I'm doing some experimenting. Discovered some fun accidental semi-tractor-beam ideas in the process

Nice looking stuff, GRG! Sigh, this is why I wish mods would adopt a 'communal' development approach. Sure, more people would end up seeing the 'dirty' work in progress stuff... but
more people would see the stuff period. The amount of times I've seen one mod group stuck on a problem, only to hear some other group go "oh yeah, we've had that solved for years, we just haven't released yet"... sigh. I guess I also just want to play around with
all the toys

starlord, your 'alternating fire' idea is a good one (and so far AA's test ships are sort of doing that). This would look best if each bay of beams were laid out in a 'square' instead of all in a line. Though now that I think about it, if you mean to combine it with Getter's idea, one solution would be to have ONE actual beam launcher in the middle of the square, and the square just LOOK like a big bank of many points.
Also, remember that question I asked regarding altering weapon's destructive power during a mission? Is it possible, say, for someone flying a cheeta to be notified by command that they are to capture one of the prised TOG ctwp fighters once the fight is over and the 2 last ones are fleeing. Can command "reprogram" your weapons (lasers) to make minimal damage and higher subsystem damage during mission?
Eh, don't know about that one. Though I wonder if the FREDer could simply cut to another mission, and like use persistent variables for the fighter's hull and give the player a new fighter with the downgraded weapons?? (rather than Redalert which would keep the same weapons) Unless there's some sort of sexp where the FRED can change the weapons on a given craft? In the first case, I don't know about the remaining missile loadout though.
Though the question then becomes, why would the lasers do more subsystem damage? Hmmn . . you know Particle Cannons in battletech are often thought to have some sort of EMP effect. Maybe a subsystem disrupter would be based upon a EPC instead???
Yes, there are sexps to change the specific weapons on a given craft, and also ones to change the entire ship type. In the latter case this is unreliable (and like you say, resets the missile loadout) but at least you don't have to do a completely new mission.
Still, most 'universes' don't have such 'flexible' weapons (except maybe Star Trek, where you reverse the polarity of the thingy and increase the bogon flux of the whatsit or whatever

) so this is usually a role for a specific weapon type (or missile). Plus those types tend to have some downsides, otherwise there's the question -- if your weapons can be set to disable, why not have that on ALL the time? Unless you're going for some sort of Scorched Earth tactic, it's almost always better to capture than destroy. So uh... I guess what I'm saying is, if this sort of on-the-fly configure thing is common in the RL universe, sure it can be done. Is it?