One advantage of physical weapons in ship to ship combat is that it's much harder to stop. A laser is literally line of sight only, and thus, mounting a mister on your hull to generate a smokescreen can scatter that cheaply, while a kinetic penetrator has to be met with enough force to deflect it at the least, requiring point defense. Energy point defense weapons do not generally do anything to a kinetic penetrator except make it more energetic, converting a spike of 0.95c metal into a 0.95c blob of hot plasma. You'd need to meet it with enough force to change it's direction. Drawback, recoil, advantage, impact knockback. Equal and Opposite Reaction can be a boon and a bane here, larger/faster weapons can cause structural strain, as well as nudging the ship off course, while having the enemy knocked off course is an advantage. Possibly partially self propelled weapons, like missiles would have an advantage here, especially with future tech engines. A translight speed missile is a terror to behold. Even with no payload.
The real advantage of energy weapons here is ammo, as long as there is a generator, or some means of gathering energy, theres no problem, making them extremely good for ships that will be far from resupply, as well as firing speed, as a kinetic weapon takes more time to cross the intervening distance, allowing the target to dodge or counter better. For style points, energy weapons can also be converted to power supply just need a sufficiently durable photovoltaic element, or redirected with a classic mirrored hull.
Emissary, practically speaking though, a personal energy weapon is better than a projectile weapon. Projectile weapons only shine in Future at ship to ship scales, as recoil and ammo is a major concern to a person in space, especially with advanced projectile weapons that either pack ultra dense ammo, or have greater muzzle velocity. Inertial dampers have to exist before that problem can be reduced, but at the same time, by the time Inertial dampers exist, projectile weapons are greatly reduced in effectiveness. Midpoint, guns that shoot rockets reduce some of the muzzle velocity problem. More specifically, guns with bullets that self propel to their max speeds.
At the ship to ship scale though, I expect most of the shooting will be done by AI, it's not humanly possible to account for counterfire at the distances and speeds involved.