[] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
Under the assumption that each Infrastructure "+" is worth 2 dmg;
A baseline for the 5->9.
[] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
The best of the bad trade offs. But alpha strikes are game changing. Its the "you might get lucky and just win outright" option. So you really should ALWAYS put one on a ship.
[] 2: No Aft Torpedoes
The damage is mid in compassion. one "+" : for .75 dmg, and we already have an alpha strike option, ones thats pointed in the correct direction.
As an aside: I'm against having an explodable tailpipe. Call me old fashion, I don't want explody bits shooting out of where I keep all my moving bits. We face the universe Head-on. Also we have a floaty-thing in betwen our nauticles that I feel would get in the way. I'm also against photonics if we have the better option. Technology marches FORWARD, lets not keep outdated tech on an IV.
(I do make an exception onto rearward guns for ships designed to run away, but this isn't that.)
[ ] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]
Matches the criteria of each + being worth 2 points. The 4 phasers doubles the cost for half the benefit, not worth.
[X] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[X] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[X] 2: No Aft Torpedoes
[X] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]
Near as I can tell, this is the best Bang for the buck.