For most cards I think the expected damage is obvious. You generally mention the number of projectiles and often how much damage each does. That is such basic math that most people will intrinsically know the total without even thinking about doing math, especially since most are 1 damage each. The ones that don't mention these things could use with having that added. Also, some of them would be hard to give a single value for, since the damage is based on something that is variable. How would you list Fibonacci Strike, for example? There isn't a single value, and giving an average/estimated amount could be confusing to players. That is one where listing out the first set of the sequence would be more helpful. The Sniper line is another, where the range matters for damage, so what range would you use to calculate it? Lasers have a base amount based on if all beams hit a single target, but what if some miss, and others hit multiple? I like the idea in principal, I'm just not sure it will work for the cards that most need it. I think that for it to be viable, it can't be a static number, but needs to have a slider or other controls to allow the player to see the estimated value under different conditions, such as the amount of Energy used or # of ships hit.
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Unfortunately this is true for many damage abilities because the expected damage is impossible to calculate. It is just to give an idea of how much the damage would be under laboratory conditions against a single target.
The true value of lasers is that they pass through everything. The true value of Fibonacci strike only comes after a few drive upgrades. Orbit Throw is also in this same boat.