-- Reduce cost and damage of Level 1 weapons by 30%
UPDATE weapon_type SET cost = 19250, armour_damage = 120 WHERE weapon_name = 'Ik-Thorne Rapid Fire Cannon';
UPDATE weapon_type SET cost = 20000, armour_damage = 50 WHERE weapon_name = 'Anti-Ship Missile (Heat-Seeking)';
UPDATE weapon_type SET cost = 15500, armour_damage = 70 WHERE weapon_name = 'Thevian Rail Gun';
UPDATE weapon_type SET cost = 19250, armour_damage = 70 WHERE weapon_name = 'Anti-Ship Missile';
UPDATE weapon_type SET cost = 15500, armour_damage = 140 WHERE weapon_name = 'Projectile Cannon Lvl 2';
UPDATE weapon_type SET cost = 9500, armour_damage = 50 WHERE weapon_name = 'Projectile Cannon Lvl 1';
UPDATE weapon_type SET cost = 13000, shield_damage = 45 WHERE weapon_name = 'Shield Disruptor';
UPDATE weapon_type SET cost = 9000, shield_damage = 25, armour_damage = 25 WHERE weapon_name = 'Small Laser';
UPDATE weapon_type SET cost = 15000, shield_damage = 40, armour_damage = 20 WHERE weapon_name = 'Nijarin Ion Pulse Phaser';

Reduce the damage and cost of level 1 weapons by 30%
Reduce the damage and cost of level 1 weapons by 30%

This was needed to bring the efficiency of these weapons into line
with the trend for all the other power levels. From levels 5 to 2,
the efficiency increased in a consistent way, but then there was a
big jump in efficiency for level 1 weapons.

More powerful level 1 weapons made sense when the number of weapons
equippable at each level was restricted. Without that restriction,
it's too effective to stack level 5 weapons and then fill any extra
hardpoints with level 1 weapons.

With this change, the optimum strategy is less clear, though we may
need a pass over all weapons to balance efficiency, since lower level
weapons are still more efficient. It also slightly reduces overall
damage potential, which is helpful because stacking level 5 weapons
resulted in ~15% more damage output.
