Yes, some clarification would be appreciated. Especially since somewhere in 3rd Edition Dx, and even in the UTM, I believe, is credited to be able to fire twice against fighters/small craft per turn if used in that mode.
Zume
Using Dx as an example.
In 3rd ed, a Dx is just a D that can be used to defend against missiles fired against a datalinked ship/base (which is also shared by the R3rd ed Dx), as well as being able to re-engage missiles that have been missed (i.e. if you've missed once, but have extra shots available, you can re-engage the missile until you either hit it, or run out of shots).
But in R3rd ed, the Dx has more shots than a D, and can be used to triple up (against the D's ability to double up).
So looking at the effectiveness of a single Dx verse salvo size, you have the following (and please excuse me if I stuff up the formatting):
3rd ed Dx - Salvo size(# of missiles stopped) :
1(.9) 2(1.6) 3(2.1) 4(2.4) 5 (2.5) 6+(2.5)
R3rd ed Dx - Salvo size(# of missiles stopped):
1(.9) 2(1.7) 3(2.3) 4(2.9) 5(3.5) 6+(3.5)
And so looking at the increase in R3rd ed missiles stopped to 3rd ed - Salvo size(increase in R3rd ed effectiveness over 3rd ed):
1(0%) 2(6%) 3(10%) 4(21%) 5(40%) 6+(40%)
[Note: That I am ignoring the 3rd ed Dx ability of re-engaging leakers, as that only affects _incredibly_ small (salvo size):(Dx installation) occurances - which rarely happens).]
So if you look at the above, you see that the R3rd ed Dx stops _more_ missiles per installation (40% more when the Dx is being saturated) than 3rd ed Dx.
And so to balance the scenarios, you need to take into account the increase in Dx effectiveness.
[Note: That I am only looking at Dx's ability to stop _missiles_ - the to-hit to destroy fighters is _also_ different, with the R3rd ed Dx being _much_ better against fighters.]