Guilty as charged. Though the important bit is the “what you are used to” - I am a lot more familiar with, and comfortable with, energy turrets. And if you have good capacitor skills and have the right reflexes (time, time, and practice) then they work well.
I have also flown with the other weapon systems - Amarr has a good line of drone ships and (irritatingly) some good missile ships among the T2 hulls. There are also good non-energy turret fittings for ships such as the Punisher - the AC Punisher is a real thing.
Generally it comes down to the situation, the personal preferences and the skills you have - I wouldn’t take low skill T1 hybrid turrets into a fight if I have T2 Energy Turrets. There could be a 20% loss of damage through that choice alone. More if the hulls aren’t equally trained. Specialisation does count for a lot - you won’t have time to train all skills to high level.
The other consideration is: what is the fleet requirement? if you are in a Missile Fleet, don’t whine that "I want to fly (x) - the FC will want a nice homogeneous fleet that works as a coherent block. If you can’t fly the requirement, train it, or fly a support role - good logistics pilots are always welcome, good tackle pilots likewise.
Sniping: It depends on what you want - if it’s a high alpha, quickly applied to a target (a surprise headshot sort of thing) then you are looking at Artillery. If you can afford to wait until Christmas for the damage to eventually miss the target as they warp out laughing, then Cruise Missiles at maximum range.
Both weapon systems have the ability to change damage types - though in the case of projectile weapons the long reload time is real penalty that may make you want to stay with a sub-optimal choice.
Energy Turrets have an advantage that, while you are damage type locked, you can quickly switch crystals as the range closes giving improved damage. Oh, and if you’ve T2 Pulse turrets: Scorch. 'nuff said.
I’ll mention Tachyon Beam Lasers here - wonderful. Miserable from a fitting perspective though.
Capacitor Warfare. Having been on the receiving end of a good capacitor attack it’s a miserable place to be - but from an attackers point of view it is a slightly long game: it can take a few cycles to cap out the target, and if they are using a weapon system that doesn’t need capacitor then you’ve still got to handle the incoming damage. The Curse is the rightful master of Cap Warfare - rarely has a ship been so well named!
Nosferatu only work while your capacitor is lower than the targets - so the trick is to cycle the neutralisers that will really hammer your capacitor then turn on the Nosferatu in order to claw some of it back. You’ll also want a cap booster so you can feed more capacitor into the hungry monster to keep the pressure on the target. There was a player on the forums reporting the successes he had with a Dragoon - though some of that may have been sheer shock to the attacking player “where the blazes did my capacitor just go???”.
Not sure if Nosferatu are terribly useful in Mission Running - it’s something else to worry about and the target ain’t going to last long enough to feed off it. If I carry Neutralisers and Nos on a ship it’s to give me something to use if some numpty wants to take a pop at me.
Skill prioritisation when everything interests you.
Focus a little: while flying all the ships is nice, concentrate initially on one race and on a few weapon systems - the specialisation there will give you a good platform for mission running and a PvP capable option. Also, the need you will almost inevitably have for specialised exploration and haulage ships for your other interests will already be partly met - for example, if you’ve Minmatar Frigate V already, then go with a Cheetah for exploration - the Helios may be better - but do you want to train Gallente Frigate to V just for that?
Think about what skills may give you a source of income - if you’ve a manufacturing bent, then placing a little specialisation there will give you an income that you can use to fund your other toys budget. Likewise, good exploration skills will give you easier access to better loot you can sell to fund a ship habit.