That's what one of our players said when discussing the values we're getting from the simulator. He's lucky he wasn't within arms reach or I'd have wanted to smack him. The problem with that concept is that the simulator only produces results--it doesn't "balance" anything. We have to ask the right questions and not make any mistakes in order to get the right answers.
Usually that means "asking the question two different ways."
Right now we're looking at once-in-a-while attacks which take time to charge up and fire and so on. These are complex entities and our initial approach was to test them "by themselves" (in other words, the test character was balanced for average victory against a given herd with nothing but the once-in-a-while attack). The problem with that was that we wanted people to be able to combine them with regular fire-attacks for less than the total-indicated points (i.e. if a character had super strength and then 2-round charge up optic-blast we didn't want the character to pay full points for both attacks because, inevitably, it was better to just have more super strength).
Some of these attacks did extreme amounts of damage for very little points--that was because they took a while to get going and in the 1-on-1 battles, each round you can't fire means you have to do a whopping amount of damage when you do. So one of them (Sonic Scream, I think) did 66 IMP damage for an 8 AP initial investment.
That seemed, on reflection, way too high.
When I did a second round of testing for some of these in conjunction with other attacks I discovered that it was. It was way too high. So I revised my testing strategy.
Now we have a character with a few points less than 50% spent on their Standard Attack and then they spend 1/3 of those points on their Periodic once-in-a-while attack and we make that combination balance to what 50% spent on the attack would cost.
This produces far saner numbers for these once-in-a-while guns--but also means that if that's all you have you'll be losing a bunch of fights. That's okay--it's better than having a "super-cannon" for a handful of points that, when tested in conjunction makes you way, way better than you would've been with just the larger attack.
But it also means re-testing about 10 once-in-a-while attacks for those numbers.