You pay X to refit Y Detachments, yes, and you are correct in the conclusion that you do indeed have the same squad sizes. (Refits being more ad-hoc than rationalizations, they will be noted in a Detachment or Warhost's description as something along the lines of "these squads have been given XYZ in exchange for ABC")
Okay, so we should focus on refitting a certain amount of each type of detachment at a time.
(Shrug)
If you're arguing that Laser Cannons are the best weapon possible for anti armor work, then there's no point ever branching into anything else.
I'd say what we really want plasma for is to throw out blast effects. I don't know if plasma explosives are being chucked into this or if this is just for plasma blasters, but the thing we really seem to be lacking is an area of effect weapon. Automatic las-cannons are genuinely good AT, and plasma traditionally is more about killing Terminator Equivalents and Light Armor than being a dedicated anti-tank weaponry but we can make it work either way.
In space it's probably going to be one of our preferred macro-batteries for ships that aren't spamming lances. Though the sheer close range focus of melta macro-blasters is appealing.
Ok, I have an infantry refit plan that should be doable and makes our survivability much better:
1) put every infantry squad leader assigned to a warhost in Ithilmar (143 miltia squads + 100 Hearthguards, 5589 EP)
2) put the rest of militia assault squads in Voidguard (324 suits, 1944 EP)
3) give all line guardians squad leads fatecasters (107 of them, 2375 EP)
4) give 11 of 12 marine guardians leads a starblaster carbine (88 EP)
5) give the last one a starblaster pistol (4)
This a total of 10000 EP, gives every squad a strong powerhouse, and makes assault squads to not fold like paper. All the equipment sans carbines and a pistol (12 total) will be reusable by our more advanced troops.
Keep in mind we pay X Steward AP for Y amount of Detachment refits, which tells me we should probably focus on one type of detachment at a time and we should probably do as much as possible so that we don't have to come back around to fix whatever holes are left for a long time. Especially on a per squad basis as IIRC we can't use any of their preexisting gear in the refit.
An Assault Militia Detachment would be:
800 EP for 16 Razorwinds split across the two jetbike squads
1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamers across two militia assault squads
198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword across the militia fire squad
294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles for the Brightstar squad->Voidspears
198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons for the Veteran Squad
780 EP for 4 Mirages
3,290 EP total, that means 3 Assault Militia detachments pretty much fully overhauled with 2 VAP at 9,870 EP (Just use the rest to stockpile Starblaster rifles I guess). Or we gamble slightly and settle for a more partial roll out spread across 6~7 Assault Militia Detachments presumably costing slightly more Steward AP. 14 overhauled militia assault squads to FF standards + 14 Mirages only costs 9,870 EP too.