I think the way I'm going to play it is because of the reactive deflection. It proccs really often as I could see last night in game.
So in my SCI ship I think I'm going to equip the plasma launcher in the front of my ship and the cutting beam will be a replacement of the rear torpedo launcher. This will increase the kinetic damage in front of the ship a lot.
So all in all the 3 / 3 slots are going to be like this:
im getting ready to tier up to T4 omega. does anyone know what the requirements are to purchase the torp? Id like to know so i have the stuff b4 i tier up so i can get it right away
*Me*Why don't you just step away from the weapons console. You and I both know that you couldn't hit that cube, even if it was right in front of us.
*Junior Tactical Officer* But sir the cube IS right in front of us.
*Me* EXACTLY! Its right in front of us and you still missed it! Just step away from the console.
As redricky said, if you want to optimize your torps - it's going to be a case of avoiding autofire. This was the case even before the Omega Torp. Even with 3 Green PWO-T's, if you had 4 torps - that 4th one would be unlikely to fire. If you tried to squeeze in a Tric, Cluster, Harp - it might never fire - regardless of where you slotted it. With better PWO-T's, you could find that even the 3rd wasn't firing on occasion - it just isn't efficient with autofire.
It would be nifty if the Left->Right thing offered precedence, so that it checked - but I'm not sure that's anything they're going to look at any time soon - since it can be resolved with a keybind and is not something completely broken.
It's kind of like how mapping fire torps to spacebar doesn't work as well as mapping fire phasers does - that's very annoying too, but again - there's a fix for it so it's not likely high up on their list of things to look at...