I agree with Mystic to an extent, there has to be some balance or at least semblance so that you are neither gimped or overpowered depending on what weapon route you take from the beginning. Choosing energy will make things tough at the start.
But on the other hand, this is an SP RPG and not an online MP game. Balance has no place here and everything can be unique instead of deciding whether you want the 60 DMG/120 DPS death you are dealing out to go "pew pew" or "bang". It would get helluva boring with everything the same.
You have to decide what avenue you are going down and then deal with the consequences, kind of like how the ending works.
The standard energy weapons did get the shaft, no doubt about it.
I think this is more down to the damage threshold more than anything else though. Lasers should pierce armour while Plasma damages, and finally destroys it to get to the fleshy target underneath. Then they would make sense.
The Gauss is really just an energy fired projectile and should remain as it is, like a big gun.
I agree with a lot that you said, but I disagree with the statement that because it's a single player game that choices should not be balanced.
Take for example in a strategy game, you have 400 gold and 200 wood. I would expect that regardless on what I buy, the general gameplay value will be the same. Of course, you can make a superior purchase because the situation calls for it, but no option is better or worse when the context is unknown.
New Vegas's weapon design doesn't have this design principle. You literally can screw yourself
1) Energy weapons degrade much faster, especially with max charge ammo which is arguably required for many of the energy weapons because of their crappy damage.
2) Besides the plasma caster, Energy weapon ammo costs are through the roof compared to their gun counterparts. Even pathetic weapons like the plasma defender are expensive to use. Pew-Pew is just too expensive. Plasma Caster is also too expensive.
3) Energy weapons are nowhere near as versatile as guns, and offer nothing to counter-balance this
4) Energy weapons lack features like silencers. To my knowledge, energy weapon users have nothing even remotely close to Sniper Rifle+. On the other hand you can add silences to numerous types of guns, from rifles to pistols and even smgs!
5) Hand Loader recipes are fair and offer excellent trades in terms of value. In contrast, Overcharge and Max Charge cells are a rip off as they offer less benefit for more cost.
6) The "best" energy weapon for a given situation is worse than the gun counterpart that tackles the same problem. The gun counterpart typically is also more versatile and is a superior weapon. The ONLY exception is the YCS/186, which is better than the Anti-Materiel Rifle. Even then, Gobi and Sniper Rifle+ have the YCS/186 covered anyway.
In a nutshell, you are screwed for taking energy weapons. This is not meaningful choice because most players just getting into the game have no idea they are hosing themselves by making an energy weapons character. They do it blindly... and then they are hosed.
Objectivity, it's not balanced. I offered several suggestions in previous posts that would go a long way to fixing the problems. Just fixing the costs of the ammo, and reducing the amount of ammo consumed would go a long way to fixing things (but please, don't stop there... lots of other stuff needs to be fixed).
I agree though, keep the YCS/186 as is, in every respect. If the costs of ammo changes, I would re-balance it so that in practice, the YCS/186 would play like it does now. The YCS/186 is not the problem - it's everything else.