If defence degradation were fixed only to fit the available documentation, it still wouldn't work because the firing pattern (for ships with more than one weapon) doesn't account for the off-type effect. When you're faced with the question 'Do I first fire my ten phasors or my five photon torpedoes to cause the most damage?' the answer should be straightforward to work out given the relevant numbers.
Um, this would work fine in the current system, the order of the weapons is irrelevant. Say you are going against a ship with 40 point defense, with your stated ship.
This means you have an attack of 30 beam (for your ten phasors) and 25 missile (for your 5 photon torpedos). Every weapon type and defense is figured
independently.
So (if the system were working as documented):
If you fired the phasors first:
Your 30 beam attack would be facing 6 defense [sqrt(40)], and on average you would do 9 damage, or 15-6. The defenders beam defense would have been reduced from 6 to 0.
Your 25 missile attack would be facing 40 defense [straight missile def value], and on average you would do 0 damage, or 13-40. The defenders missile defense would have been reduced from 40 to 27.
If you fired photon torpedoes first:
Your 25 missile attack would be facing 40 defense [straight missile def value], and on average you would do 0 damage, or 13-40. The defenders missile defense would have been reduced from 40 to 27.
Your 30 beam attack would be facing 6 defense [sqrt(40)], and on average you would do 9 damage, or 15-6. The defenders beam defense would have been reduced from 6 to 0.
Under both scenarios you do 9 damage on average, if everything were working right. As it stands, you probably would do 0 damage, but the system is not working (I believe) as the developers intended.
When armor is reduced, it doesn't reduce the base value of the armor, just the value of the armor against that weapon type all by itself. 100 defense becomes 100/10/10, or 100/0/0 against beams with no carry over to other types, 0/10/0 against missiles with no carry over to other types, and 0/0/10 against guns with no carry over to other types.
Having weapon of one type reduce the defense for weapons of another type is an interesting idea, but goes against how the devs said the system should work. I think using this idea would make mixed weapon type ships too powerful. In any case, I think we should see the system working as documented before we try and change the system.