I wanted to do better than that, as I thought I was like one hour away from finally completing the more advanced damage calc. And here we are, 11 hours of marathoning later and it should be about done. Christ.
So anyway, right now I am cross-eyed and have seen way too much damage formulas. As such, I haven't even looked at your maths. Maybe tomorrow.
For now, here's the results of my calc, all stats are teamwide:
SSR Pluto: normal attacks 622k, burst 3.4m+1.8m bonus, damage/t: 1.7m
SR Beelz: normal attacks 646k, burst 2.7m+1.4m bonus, damage/t: 1.5m
Honestly, the biggest difference comes from Pluto's self-buffs and the fact that she's SSR which gives her the way higher base burst modifier. Again, not what I'd call a team player just because she has one ability which is capable of boosting a team, and probably not even every burst cycle.What limitations?
You're the one who controls when you use Berserk. Do you need to trigger a damage cut the next turn? Then just don't use Berserk now, attack, use the damage cut AND Berserk. Not even Susanoo with her 2t CD will lose a stack during this "downtime." There are virtually no downsides to Berserk. SSR Beelz not counting, since uh, five turns while burning 50% of your HP is uh... interesting.I have a feeling I've already answered this, but whatever. In the long run, the SSR will is better in your Grid even at level 50. Early on... maybe not since the loss of base Atk might be more for you than the 3% Assault.
Just for the record, to answer this very question and some others, I've made a "simple" damage calc to handle the maths for you. It's outdated since all it supports is Assault, but a more advanced and a complete pain-in-the-ass to use version is coming up soon(tm). The weapon comparison will probably forever be better in the "simple" version.