You have a lot of size-6 energy hits and a few size-9 energy hits, which corresponds to 15 cm lasers with a few spinal lasers (18.75 cm) mixed in. Missiles + lasers is a fairly common NPR design pattern.
The tricky thing about lasers is that they have both good range and high armor penetration with the gradient-3 damage template. Because of this armor is less effective, but if you can keep the range open then lasers do lose damage over distance so armor can still hold up. At point blank, a 6-damage laser will penetrate four layers of armor, so you want at least that many if you plan to engage point-blank. 9-damage lasers will penetrate up to 5 layers of armor, but since there are relatively few of the spinal lasers you could choose to ignore those and take the internal damage. On the other hand, it's "only" one more layer of armor.
Lasers can be countered in a few ways. Strong shields will negate their penetration ability as long as they hold up although they will be broken down pretty quickly. Mass ASM salvos are a good technique as always especially if the enemy has poor AMMs since laser PD is only moderately effective at best compared to rail/Gauss guns. Finally, you can build fast ships that can maintain the range so that the lasers are doing fractional damage and shoot back with particle beams, which have shorter maximum range but maintain their damage at all ranges and so can soft-counter lasers.