Most of things sounds good but here is what i don't like and what i suggest:
Class 7 - Light Cruiser/Destroyer Turrets -Cruiser Mini (or version of Light) Mortar..? ~4k range as pulse
-Cruiser Primary Turrets (unchanged)
-Cruiser Razor (speed increased to 1000m/s from 800, range increased to 2500m)
-Cruiser Solaris Turret (unchanged)
-Cruiser Pulse Turret (unchanged)
-Cruiser Missile Turret (unchanged)
Because i don't want those cruisers losing ability to take out hull from distance.. how the hell would they kill other cruisers or bigger things without closing in very short range and dying..
Next thing is changes you are talking about shield and hull.. i think we shouldn't mess with that. All weapons are balanced to deal more hull then shield damage.. so in the end you will end up in few mortar hits into hull and ending fight quickly.. i say don't touch hull but buff shields a bit to make capVScap fights longer .. two battleships kill each other too fast..
Edit: Found one more thing
Class 10 - Heavy Battleship/Dreadnaught Turrets
-Heavy Mortar (Unchanged) -Heavy Battleship Primary turrets (little damage, energy consumption buff .. stronger then light bs prims)
-Battleship Cerberus Turret (Unchanged)
-Heavy Battle Razor (Speed reduced to 1500m/s, damage increased to 160k/80k)
-Heavy Battleship Pulse Turret (50% increased damage and 75% increased energy cost from current bs pulse turret)
-Heavy Battleship Solaris Turret (Range increase to 1750 meters, power requirement increased by 50%)
Just because cerberus drain too much and I prefer and i know more people that prefer longer sustained fire then short strong burst..