Changes asteroid resistances to be more interesting.
Now various combinations of different weapon systems with different targeting priorities should be viable.
Overall laser and electric resistances were significantly reduced, while physical and explosive resistances weren't changed as drastically.
Metallic asteroids are resistant to lasers, but weak to electricity. Carbonic asteroids are weak to lasers (low albedo), and average vs electricity. Oxide asteroids are quite resistant to electricity (low conductivity), and while their laser resistance is average for small asteroids (translucence), it doesn't increase as quickly with asteroid size. Finally, promethium asteroids are very resistant to lasers, while sharing the weakness to electricity of metallics. They are also somewhat more resistant to explosions and bullets than earlier types.
The default strategy of "bullets for medium, rockets for big, railgun for huge" (and optionally lasers for small) still works decently - without any damage research, metallic mediums would be a problem (flat physical resistance), but even with just the pre-chemical science researches, they are manageable. The value from damage research is generally more distributed, instead of only having a few "magic levels" that actually reduce the number of hits to kill. Tesla turrets are quite effective, especially at clearing up after eg. rocket turrets, but require significant power to keep running.
Due to the changing distribution of asteroids over different routes, ships that are specific to certain routes can be optimized more narrowly (eg. focusing on Tesla for Nauvis-Vulcanus, due to high solar efficiency and many metallic asteroids, or using nuclear-backed lasers on Aquilo vessels to reduce the need to turn the few metallic asteroids to bullets), but even generalist ships enjoy a significantly greater design freedom.
new resistances
(small, medium, big, huge)
electric
(vanilla) 100
metal 10, 20, 35, 45
carbon 25, 40, 65, 85
oxide 45, 65, 80, 95
prom 10, 20, 35, 45
explosion
(vanilla) 50, 30, 10, 99
metal 60, 40, 15, 80
carbon 50, 30, 10, 65
oxide 40, 20, 5, 50
prom 65, 45, 20, 85
laser
(vanilla) 50, 90, 95, 99
metal 35, 55, 80, 90
carbon 5, 15, 40, 65
oxide 20, 30, 45, 60
prom 60, 65, 85, 95
physical
percentage 0, 10, 10, 10 (vanilla)
offset:
metal 2, 6, 2k, 3k
carbon 0, 0, 2k, 3k (vanilla)
oxide -2, -6, 2k, 3k
prom 6, 20, 3k, 3k