Ah I see. Yeah me and the other players for my RPG campaigns get 'soft' abilities like mech quirks, special pilot and unit abilities, and edge. So we use those systems to skew player upgrades and mission objectives, but indeed each game is a stand alone game with its mission/objective as part of a contract or chaos campaign track arc. Salvage is mostly used for redundancy, but someone wants to bring an atlas that means the mission does get harder versus them bringing a stinger, so that each week the mission has a modicum of challenge for the players that came to play that week, but also no one is overly punished for bringing a light or less powerful mech.
Im also a big fan of the chaos campaign structure, like in tukayyid, where two sides have pretty balanced games barring the few 50% ambush defense style missions. In these, the BV is important because it isnt a GM telling an RPG story where the players dont really lose, but two player groups facing off where both sides want the same chance to win, and one player group will lose, before everyone resets and moves onto the next.
The chaos campaign or pickup versus style is my frame of reference for 'fixing' pulse lasers, by adjusting BV. More BV for pulse lasers means less off them in a given mission scenario of x BV per side. Since RPG style games are not balanced, the pulse laser being too good is like saying 'sniper' or 'jumping jack' or 'narrow/low profile' is too good--but narrative games arnt supposed to be balanced so that's fine. So in that context, since from your last post you play really cool narrative GM style games, specifically how are the clan pulse lasers giving you trouble in your games? Nerfing the rules of pulse lasers when so many moving parts are going into a narrative campaign is like missing the forest for the trees.
If you didnt want to change BV on pulse lasers, but still somewhat use BV in estimating units effectiveness in your campaign, then since the BV formula prices the -2 of pulse as only +28%, but a tcomp is +25% for -1, you can simply make all pulse that is -2 as -1. This would make a pulse laser about as good as a standard laser with a tcomp, without needing to change the range or anything. I like having the -2, just with an appropriate higher cost, to hit those evasive units. But changing all pulse to -1 to avoid dealing with the BV formula is an easy shorthand for you.