Frosti points out things I'm already aware of, then throws in unneeded troll bait.
*Yawn*

Beam lasers are fine as they are, only the CERLBL and CERMBL start getting stupid good and those already have mechanisms in place to keep them from being unbeatable. Current coolant mechanics hurt here but
Sweet Jesus lets just wait till that gets added features and
not talk about it.
Clan Pulse lasers are fine, they do a little more damage for some more heat, but the larges particularly now have 700m range, allowing you to get damage in before brawlers close range.
IS Pulse lasers now are hhhhngh, 200m, 300m, and a crippling 400m for LPL makes me sad. I hope they get a bit of a rework on how they fire to keep them from being impossible to use seeing as you're now in SSRM range at this point.
Heavy lasers are bad, yup they are, yup the nerfs were somewhat unneeded and too much. On this front though, I don't expect any changes until they can figure out a way to have more interesting drawbacks rather than rofl heat and rofl shot time (basically keeping them from being an I win weapon without giving them stupidly harsh drawbacks).
X-Pulse... I don't know honestly, yes they are great weapons overall, but I keep getting told that they are not "working" yet due to frame dependency problems and they obviously wouldn't be tweaked until they are actually fully working. Seeing as MXPL has more range than the CMPL and the LXPL has the same range as the CLPL, I don't see them ever being bad.
One thing about LPL in particular is variant problems, there is no reason whatsoever to boat 4 LPL on one mech, they fire so quickly that you build up heat too quickly no matter how many DHS you have. I don't think I've ever seen a stock CBT config with more than two Large pulse lasers. They are best for racking up nice high heat damage along with low heat weapons that allow you to focus on aiming the lasers, such as SSRMs, Gauss rifles, and perhaps RAC5\ UAC5 for firing when you're cooling down. x4 LPL is just overkill.