Haven't seen any of the blogs delve into what they'd like to see from a "hybrid rebalance". Here's my wish-list, rougly in order from "do this now please" to "this would be nice to have". In the interests of the short time-frame CCP has given themselves for this activity, all of my suggestions are very easy to implement.
Hopefully, they'd be followed up by review, followed by additional tweaking based on the results gained.
First, some assumptions: I'm going to be using HACs as my comparison baseline ship. I'm also going to standardize on two damage mods. Some of the HACs, particularly in unusual fittings, can fit three or even more damage mods. But I'm going to stick with two for all ships as my basis for comparison. This will allow me to compare apples to apples in a consistent way.
Ready? Let's begin.
Now then, in my view, the big problem with blasters isn't their damage. Their damage is fine. The problem is range. On a lot of blaster ships, you end up gimping yourself either with second-rate ammo or over-reliance on Tracking Computers to make blaster range even somewhat adequate. Way back in January, I compared blasters to Napoleonic War era carronades, a similar high-damage-short-range naval weapon from real life. As I said in January, though, carronades were mated to fast ships to help mitigate their lack of range. They were not carried on slower ships.
Yet, here we are in EVE, using the shortest range weapon on the heaviest, slowest ships.
In my view, lasers should have the best combination of range and punch for short range weapons: you're paying a hell of a lot of cap to use them, after all. But blasters should have the second best range/punch combination, in my opinion. One of the reason I chose to focus on HACs is because medium blasters clearly need the most help. Right now, a pulse-fit Zealot does 500 DPS at 15km or 400 at 36km. A blaster fit Deimos, meanwhile, does 500 DPS... at 8.5km, or 400 at 13km.(1) This... is a problem.
So that's wish number one: give blasters a range buff, particularly medium blasters. Blaster DPS is fine. But without range, you can't apply your DPS, and end up taking a ton of damage as you close without being able to return fire.
Second, railguns need a damage boost. It's ridiculous how awful they are. At 100km, an Eagle does about 150 DPS. A Muninn does nearly double that, 280 DPS. The situation does not improve as range closes. At Drake range, 70km or so, Eagle damage is up to about 200. The Muninn, meanwhile, can bring two Heavy Missile Launchers into play at that range and do almost 350. The Eagle does its maximum danage at around 40km, peaking at 275 DPS. This is less than the Muninn does at 100km! The Muninn, meanwhile, is doing more than 450 DPS at that range. And the Muninn can tune its damage to different damage types.
Wish number two: more damage for rails, please.
Third: hybrids in general are too grid-hungry. We'll go back to the blaster Deimos. In order to fit the most powerful medium blasters available on a Deimos, one pretty much has to completely sacrifice tank. Even fitting Ion Blasters necessitates difficult sacrifices. Meanwhile, though most Vagabonds fit 220mm AutoCannons due to tracking and the ability to fit a medium neut, it is ridiculously easy to upgrade to 425mm AutoCannons if you like by sacrificing that neut. The most popular Zealot fit need make no sacrifices at all: it goes straight to the most powerful pulse lasers available.
Rails have very similar issues. For the grid you're paying to fit them, the results are simply not worth it.(2)
Wish number three: reduce the grid needed by hybrid weapons. Just a few percent will probably do the trick, and allow easier fitting of the more powerful types.
Next up, a weird one. Hybrid weapons are considered a Gallente signature. What is the Gallente signature damage type? Here's a hint: it isn't kinetic. So why is it that hybrid weapons mostly do kinetic damage? This has created a situation where -- while most PvPers omni-tank -- they all agree that if you're going to have a slight resistance hole, thermal damage is the place to put it. CCP should close that hole.
Wish number four: reverse the damage types done by hybrid weapons. They should do thermal/kinetic damage, not kinetic/thermal.
Finally, another strange one. Players who fly Gallente blaster ships have been asking for a "dash mode" for quite a while now. It's a wish that hasn't been granted probably because it's also a wish that would be difficult to implement. I have a possible solution. Right now, Precision missiles reduce the speed of the ship loading them. Even more, every launcher in which you load Precision missiles compounds this speed nerf. So, the relatively simple solution to this is to give blaster modules a small, cumulative speed buff. Balance this by giving rail modules a small, cumulative speed nerf. Nothing dramatic is needed, I think: a percent or two per module would probably do the trick.
Wish number five: cause blaster modules to give your ship a small speed boost. Cause rail modules to give your ship a small speed penalty.
And that's it. If I were rebalancing hybrids, those are some of the places that I'd start.
(1) Yes, I know the Deimos can sacrifice tank to get more, but again, I'm trying to compare apples to apples here.
(2) If you doubt this, take a closer look at the Ferox fit I posted last week.