Well, it depends....HWPs to me should mix some anti-personell (SMG-LMG alike) with demolition damage (HE, mostly like an heavy cannon), when 'dual-wielding'.
A rocket tank (or any type of significant HIGH HE damage) should not have a secondary weapon.
Higher tier techs could very well be limited to 1 weapon due to "technology constraints" (no more than 1 plasma generator for example)
The laser tanks could (mostly) drop HE damage, and have an heavy laser cannon (which MIGHT even have a VEEERY small HE burst on impact? so to make 3 tiles holes instead of singles) and a laser quickgun for infantry (say a Laser SMG? )
But they should STILL be limited, they are *not* your main force...also having a proper anti-infantry weapon on tanks might make them too useful in base defense mission in my opinion.
Just throwing ideas in there....
Also, balance can be obtained through having higher tiers of alien tech not attainable by humans (as you might have implied is part of the aim of a complete Equal Terms).
ANYWAY, I'd like to say just one more time how much this mod rocks. I'm midway in Laser Tech in my superhuman campaign had having a GREAT TIME. Really challenging but feels doable and no (felt) overpower (even thou my snipers are really really deadly).
Given the serious investment that are armors now, I once more ask you to look into Armor Repair Rules, I might scrounge up a dedicated ruleset for it adapting from the other mods....I only need the time to do that
...which I do not eagerly steal from my XCOM-EqBeta capaign you know
EDIT: fixed horrible typos and mught add: I'm using a METRIC TON of Alien Alloys, I never had such high consumption. Good Job!
On the other hand, I already crashed 20 UFOs, and got a handful of FIVE power sources, so I have 249 elerium....which I can't use for naught....but only because I neglected any other E-115 research...I suspect Alien Grenades woudl fit nicely but.....Enhanced Frag Satchel is cheap and effective....