Ray trace really bad idea.
A hack is to spawn a point light at/near the point of impact. That idea sucks too for using up a light. I know.
I'm not sure I follow what you mean about all the vectors. The way I understand it, your beam lighting model radiates light ONLY orthogonal to a 1D line (only orthogonal because you get pixels to search for the shortest line to the beam, which is by definition a perpendicular line). If you intersect a plane orthonally to this beam, then light will fail to reflect off of it, unless normal maps create a reflective surface that is not parallel to the light. This will look like pitch black, with bright green lines on the normal map. If this is the case, I don't think the best approach to fix this is to find a way to pull a directional light vector that is not perpendicular to the beam, since the light intensity/attenuation will probably get all screwed up. Remember, it should be easy to simulate integrated light along a tube if you force pixels to get light vectors perpendicular to the tube and use (luminance/distance^1=lighting intensity). At least, I was taught that this is analogous to the integrated result for electric fields from a wire. However, as soon as you call light vectors that aren't normal to the beam, you can't use this simplification.
An idea to render the diffuse light is to ignore the position of the camera entirely. Since diffuse reflection is well, diffuse, it should appear almost the same regardless of where you're looking at it from. What happens if you multiply the pixel's diffuse map value to the appropriately attenuated beam light? Assuming that things work okay when the pixel finds a ray of light that is within the plane of the hull since there is no occlusion check, this could work. This seems like it'll require two passes though: one for pure specular highlights that is via what you have now, one for pure diffuse. I don't know if that's consistent with FSO rendering, or any rendering system in general, for that matter.
(I should let you know that I don't know any coding, so therefore don't really know what I'm talking about. My knowledge of the related math extends to first year vector geometry/matrices. I like bull****ting about graphics code only because it's an interest of mine and I hope to learn a bit about the theory behind it when people correct me)