I see no reason why a laser can't be directly connected to a vehicles power supply, a base's power grid, or a portable generator. Not just to recharge, but as an actual power source. Might require a different cable, or an adapter. That would make it a viable support weapon with practically unlimited ammunition (as long as the power supply remains intact).
Individual soldiers probably wouldn't be armed primarily with laser weapons. The gauss rifle is cheaper, has a much longer range (really? 600 meters compared to the lasers 200-400 meter range?). The gauss rifle is capable of automatic fire, has armor piercing capabilities, is lighter (which allows more ammunition to be carried, though actual weights don't seem to be mentioned anywhere in Mongoose Traveller 1e or 2e.). It can fire special types of ammunition (gauss weapons are not one of the prohibited types according to CSC 2e page 138).
Gauss rifle damage is less, however. 4D compared to the laser rifles 5D or 5D+3. Though with armor piercing capability, this is somewhat mitigated. Armor piercing is 5 for the base round, which costs Cr0.5/shot. Using actual armor piercing rounds boosts this to AP 9, and brings the cost of 80 rounds to Cr160 (Cr2/shot). Using APDS (Armor piercing discarding sabot) rounds boosts this to AP 17, boosts the range to 660 meters, and costs CR200 per magazine (Cr2.5/shot). TL 16 Directed Plasma rounds (possibly in the design stage, not ready for production in the TL 15 Imperium or at least not widely available) gives the weapon 5D damage and AP 15, at a cost of Cr400/magazine (Cr5/shot).
For reference, the laser power pack holds 10 shots, and costs Cr1500 for the TL 9 laser rifle (Cr15/shot) and Cr3,500 for the TL 11 pack (Cr35/shot).
It seems the only advantage of a laser weapon, at least as far as Mongoose Traveller 2e is concerned, would seem to be the ability to connect to an effectively unlimited power supply of a vehicle or base. And even that isn't actually stated in the rules, but would make sense. At the very least, they do allow for after battle recharging, giving effectively unlimited ammunition over time if not in an individual battle.
Edit: And I just noted this is for a specific setting, TL 10/11, where gauss rifles are TL 12. In that case, much of the same still applies though actual numbers may be different.
The TL 10 advanced combat rifle also has a greater range than the laser (again, really?), is cheaper, and lighter. Ammunition cost is only Cr0.375/round. Autofire capable and can use special rounds. Only deals 3d6 damage, however. APDS rounds give them AP 9, +10% range, and cost Cr1.875 each.
TL 10 combat armor only provides 13 protection. TL 11 laser rifle(5d6+3) deals, on average 20.5 damage. Against the combat armor, that gets reduced to 7.5 on average. The advanced combat rifle with APDS rounds deal 3d6 damage (10.5 on average). With AP 9, the same combat armor only provides 4 protection. Average damage would be 6.5, only a single point below the laser, but with all of the other adavantages the combat rifle brings (greater range, lighter, costs less, more available ammunition, can fire RAM grenades, autofire, etc.). With a Heavy ACR also firing APDS ammo, which is Bulky (requires Strength 9 to fire without penalty, but a Cr500 gyrostabilizer can remove that), you deal 4D damage with an AP of 12. Average damage against the armor would be 14 - effective protection 1 = 13 damage gets through. 5.5 more average damage than the laser, and again all of the other advantages.
Again, the laser seems to lose out unless it has unlimited ammunition. It does over time, but in an individual battle still depends on the Referee.