10 seconds is too low for sv/sv fights since svs don’t have turrets to consistently deal damage over time to prevent recharging. This coupled with desyncs creates situations when opponent’s sv gets hit and recharges at the same time.
About pulse laser damage to shields.
Since shields have so much hp and the best weapons against them is non-hitscan plasma, the most common sv build will be the smallest ship possible so it’s rarely hit by it. So while given hp is balanced for normal-sized svs, it will completely unbalance small ones in their favor, just because the only reliable way to hit them is by lasers, and they don’t deal enough damage.
Making pulse lasers the best weapon for taking out shields will balance both types of ships, where big svs have disadvantage of getting hit by plasma more often, but have more blocks and armor in exchange, and, on the other hand, small svs which can be hit only by pulse lasers (and more rarely than a big ship), for exchange of lower armor values.