I consider Finest Hour to be less of the issue... its not an endless antimatter buffet... It has a long cool down, and a significant portion of the gained antimatter must be used to pay off the initial antimatter investment.
Lets say we have... A Kol, lv 6... in its own culture, with substatian cultural upgrades (+antimatter/second)... and maybe a lv 6 donov around... whatever... a KOL with unlimited antimatter and lv 3 GRG.
ehh... woops. I missremembered my damage for GRG... so... my previous post, saying GRG damage... 1/2 it. lv 1 does 325 damage, not 600. 
ehh so, lv 3 GRG... 975 Damage every 6 seconds
With finest hour on... it gives a 16.6% increase in rate of fire (remember, fun, sins stacking)... which actually translates right back into 20% increase in dps.
SO, 195 DPS. Sure looks nice compared to death egg's 25 DPS + -4.5 armor.
Actually... huh... that is kinda nice.,.. 71 fleet supply worth of (unupgraded) LRMs... huh.
I mean, its still, 195*.
.75*(armor)... for the 3 armor case it gets down to 51 true DPS. or, against shields, 58.5 DPS.
so... best case: 58.5 DPS. That is using 75 antimatter every 5 seconds. Almost able to break a progen's shield restore.
If we factor in the fact that 120 seconds are 6seconds per shot, and 60 seconds are 5 seconds per shot, we get an antimatter useage of 13.33 antimatter/second.
A lv 10 kol is able to produce 1.47 antimatter/seconds (without upgrades) throw in upgrades and we get 1.764 antimatter/second next is... Last Stand, over the 3 min cool down, does the equivilant of an additional .83 antimatter/second (factoring in the cost of last stand itself)
If we assume our perfect lv10 kol is sitting in its own, completly researched culture, we can tack on an additional 1.5 antimatter/second. We end up with a grand total of 4.1 antimatter restored per second.
In other words... A lv 10 kol in perfect of perfect of circumstances will only be able to use GRG(and last stand) to full effect if there are 3x LV 6 DONOVES PERFECTLY CHAINING FLUX FIELD
. just dont try to use flack burst, or adaptive shielding.
Assuming we dont have 3 lv 6 donoves... we find that we are a factor of 3.25 short of being able to set GRG on autocast. So, multiplying EVERYthing out... we end up with 15.6 TRUE DPS. The equivilant of 3.55 LRMS.
ehh, i seemed to have forgotten the possibility of a starbase with lv2 resupply.... which adds another 4.166 antimatter/second for 60 seconds every... 105 seconds... another 2.381 antimatter/second. Grand total TEC maxed out rediculously everything KOL regen of 6.5 antimatter/second. STILL less than 1/2 the required antimatter to spam GRG in a stupid manner.... And not nearly enough damage/second to beat the regen of perfectly chained lv3 powersurge. (33.75 heal/second vs 22.14 damage/second (thats at 65% shield mitigation, which a lv 5 kortul will have)
Lets hope really really hard the enemy doesnt have any advent light frigs, detonate antimatter, or a kortul, or donoves themselves.
any questions? hopefully my math is right... cause that was about 1.5 hours of my time right there i expected to spend doing homework.
got that? punch line: lv10 maxresearched,maxcultured kol inside starbase resupply range cannot out DPS a lv5 kortul's shield restore rate. Thats my theory. Anyone wanna verify with experimental data?