Interesting idea. Closer to how I think pulse lasers should have worked from the beginning.
Compared with vanilla pulse lasers, though, they seem a bit too good for what they are. The large version compares too favorably with both standard PPC and LB-5X. The multiple firing modes also allow them to cover too many niches at once.
Suggestion 1: remove the standard firing mode and to-hit bonuses altogether; instead roll small/medium/large on the 3/4/5 column of the cluster table with a +2 bonus as with Artemis, and make the damage 1 point/hit at long, 2 points at medium, and 3 points at short; set the range bands the same as IS standard lasers; increase the heat of all sizes by 2. 2 crits for the small version seems overkill, drop it back to 1.
The small then becomes a drop-in replacement for a medium laser, with much shorter range but higher peak damage. The medium version fits between MPL and LPPC as a midrange weapon with more but less consistent damage and a bit more heat. And the large is almost as good a brawling weapon as the LPL, with a menacing peak damage, while also having most of the standard PPC's range at the price of reduced long-range damage.
Suggestion 2: treat them exactly as energy LBX weapons of sizes 5, 7, and 10, with only cluster mode available, and use the standard laser range brackets. Again, make the small version a single crit slot, but leave heat alone. Damage averages a bit worse than standard lasers but with cluster spread and accuracy bonus to make up the shortfall.
The large version ends up being a very nasty close-in anti-aircraft weapon and natural companion to a PPC, while the small compares decently to MG Arrays, and the medium presents an alternative to SRMs as a brawler's mainstay.