For those of you complaining about the poor damage output of the riot control starship line, AFAIK, they were never meant to be damage dealers in the first place. Rather, they were more geared towards support, especially in terms of inflicting engine damage.
I would agree that although the modules do get more useful and "supportive" as they gain Mk. Lvls, it may not be enough to justify the knowledge cost. How are the number of bullets per salvo scaling up Mk wise for the offensive (non-tazer) modules. From what others are saying, the current rate may not be enough.
Also, I would not mind at all having the riot modules lose some engine damage potential (and maybe even range) in return for noticeable HP damage (not great damage, but just enough such that it can actually contribute to a battle some) This way, Riots still maintain their support starship role, but not to the extreme that it starts crippling usability. However, this is a much more debatable change, but I thought I would throw the idea out anyways.
Oh, and for the person who was asking what counters raid starships now have. I think the best ones that every game has are missile turrets and sniper turrets. Both have good armor piercing and a bonus against ultra-light hulls (which raid starships have). The sniper turret even has radar dampening immunity. Missile frigates also have an ultra-light bonus, but no armor piercing or radar dampening immunity, so it would not be as effective. And yes, raid starships no longer have missile or sniper immunities, which is why these counters work now.