Some sort of elegant solution is bound to reach up and bite the right person eventually. |
...nibble, nibble...Hey!
The missile techs in an older version of the game (1.1?) were designed to be exactly the sort of weapon best suited for capitol ships. The way it worked was like this: The Size of the weapon was big, compared to guns or beams. But the SizeMod for the weapon was zero (it's gone up since that version), so the missile launchers didn't get larger like the beams and guns did.
My guess is the goal was on larger hulls, missiles would be the best choice as far as damage per hull space, but on smaller hulls the other weapons would be better. It would then be intelligent and proper to put the missiles on large ships, and beams/guns on smaller ships.
In the examples above, to make Black Hole weapons only for Huge hulls, change their size and sizemod values so that on anything less than huge, other weapons produce more damage per hull space. For Disruptors on Large (and above), make their size and sizemod so that other weapons (pre-disruptor beams and guns) are a better deal for anything smaller than Large. Note that if both of these techs are redesigned, Black hole weapons would have to be better than Disruptors on huge hulls.
And that's my favorite way to implement a rule: Leave it as a player's choice. Otherwise it ceases to be a game. It's also really cool, because that way stubborn, willful people can still go against the rules, build crappy little ships with Black hole guns, and then cry about how they do such a poor job in battle. While experience and understanding will get players who search for and implement the path of optimized design (your rules).