Going by prices on the Exchange, I would say that it's true that tetryons and nanite disruptors are less favored, but it's definitely not true of phasers.
That much is certain; the price of phasers is higher than that of nanites or tetryons. I suspect that this due to a few things:
1) It's the canonical weapon of choice used by starfleet vessels, so quite a few people buy them for their inherent trekkiness.
2) Several federation ships have consoles or inherent weapons that strongly encourage the use of phasers in order to properly use the console or weapons. The Chimera has the phaser lotus, the Thunderchild has the point-defense system, the Vesta has the auxiliary phaser cannons and the quantum-field focused phaser, the Sao Paulo has the quad phaser cannons, the Kumari has its special wing cannons, and the Galaxy-X has the phaser lance, for example.
3) Federation elite fleet weapons are phasers, so those who use one or more of those might purchase phasers off the exchange to complete their set.
I submit that few players are buying or using phasers solely because of their effectiveness in combat. This is in contrast to antiproton, disruptor, or romulan plasma weapons. I grant you that there are other (perfectly valid) reasons to use phasers, but I wonder how many people are really jazzed about the proc. That was my basis for debating the desirability of phasers.
And again the PvP community comes screaming about something.
Last week it was "wahhh! the cooldown removal between "team" abilities will make players too hard to kill!"
And this week it's "wahhh! elachi weapons will make players too easy to kill!"
Sheesh. Look at the bigger picture: Elachi Lock Boxes haven't dropped for some time now, so whatever ship weapons are in the exchange are going to be expensive, and with this patch even more so afterwards. And if a player is looking for very specific modifiers on them, there may not even be enough available and/or they will be really really expensive. Even if you don't care about the modifiers and just settle for the cheapest you can afford, you're going to pay a high price for them.
And if you're that worried about elachi weapons killing you in PvP, just use tactical team, engineering team, and science team, all at the same time because you can now. Problem solved.
Personally I think the only way PvP can be 100% balanced is if all weapons and abilities were disabled and it was turned into a staring contest. Because no matter what is changed to improve upon it, there will always be some that gripe about something being too OP.
I went to the Delta Quadrant and the Kazon stole my stupid T-shirt. Also, my pet hamster that died when I was a kid is now a Kobali.
it was pretty hard to tell if elachi weapons were op or not. well, at least now elachi turrets are not a nerf to your elachi DHCs, stealing procs and locking out the rest. gonna have to grind some fleet disruptor consoles now so my fed with the 8 elachi beams can see how they really stack up.
i just hope systems did testing with actual... good builds, and not builds like what the enterprise c and the dyson ships came with in those missions. not sure those can break 1k dps in pve.
I don't recall much if any complaints about elachi weapons not being effective enough, it shouldn't be changed. Stop making changes nobody is asking for and focus on bugs that have existed for a long time please.