That’s how I’d approach it:
These look like panning noise textures on a mesh, that change color over lifetime, maybe with emission too.
Here you can see what looks like the same shape mirrored to the other side. Also painted what I see for the UV flow.
These same shapes get spawned every X space or time units, from an emitter attached to a projectile.
For the thruster energy, I’d use the same technique plus a trail for the smoke at the back of the projectile.
Not a full-fledged tutorial, but I hope you can give this approach a try!
If you do so, don’t hesitate to show us the results