Something odd is going on with <OnFragment> and the transparent sections of stations. Near as I can tell, the recursive firing is getting caught in a loop as each projectile is regenerated near the borders of the station hitbox, but never gets the chance to actually move before the new projectile has another <OnFragment> event triggered. This is causing a significant performance hit, even with the coded limitation to prevent shots from being regenerating or from creating clone shots if the total number of projectile missiles in the system is more than 100.
I'm going to try to find a coding workaround, but IMHO this actually has a root cause in how the game engine triggers <OnFragment> when a missile projectile hits the transparent areas of a station's graphics.

I have been experimenting with this weapon a lot, and I've recently added more code that slightly randomizes the angle and initial speed of a "clone" shot, which is an extra shot generated depending on a dice roll during each <OnFragment> event.
http://paste.neurohack.com/view/YFLdX/
In the screen shot above, I fired the primary shot from about 60ls away, long enough for it to go through a couple of generations, creating about 7 or so clone shots. One of those clone shots managed to hit the Sung Defense Turret that you can see "surrounded" in the screenshot. It traveled through the defense turret, triggering <OnHit> events and causing damage as expected, but when it got to the far side of the turret (which is considered as a station), it started looping without moving, or at least, not moving far enough to escape triggering another <OnFragment> event. After staring at this predicament for some time, I notice the randomized angle vectoring was causing clone shots to spread out from the initial looping point, creating a cluster**** of a ring of looping shots around the turret. I know this has something to do with the hitbox of a "live" station, because I can stop the looping problem by destroying the station with another weapon or with primary (as in, not cloned) shots from my viral gland weapon. Once the station blows up, all the virii shots that were stuck looping suddenly fly out from the station as normal. Looks pretty once that happens, expect it shouldn't be happening in the first place.
I can fairly reliably duplicate this effect on just about any kind of station. I first noticed it when fighting the Iocrym stations in version 1.08g. With the passthrough changes in the flurry of new game versions that have come out recently, the problem has varied a lot, but with version 1.08k, things seem stable enough (looping et al) for more thorough troubleshooting.

This was taken just a few seconds after I destroyed the turret. Since it's a still shot, it's kind of hard to tell what's happened, but the virii are flying out away from the turret they were stuck on in a broken ring. The main Sung Station was destroyed in the wave of virii, and about half of the slave stations complained

This weapon has no subtlety
My first idea for a workaround is to see if I can add some value to the positioning of the recursive fire cycle to force the looping projectiles to eventually escape the hitbox of the station. We'll see...