I don't know if this will help or not, I use gimbled weapons, one 3C beamed laser rolled to 4 double braced with extended range enhancement, two 2D beam lasers with the same engineering all three lasers on fire group 1. On fire group 2 I have two 3C multi-cannons using premium ammo, when I burn through their shields, I switch to cannons, I go for sustained firing, in other words my two smaller lasers can keep firing straight from my powerplant, when I drain my capacitors my 3C cuts off and my 2C's keep firing.
I found this better for me instead of waiting for the weapons to recharge, I only have heat issue's when all three are firing. With long range I can plink a ship from 5.5Km away and they can't return fire until their inside three, they almost always pop chaff at that distance, I wait for the chaff to stop and pour it on. Your weapons are much more damaging at closer distances. I have my cell banks and heat sinks on fire group 3, it's mostly about pip management, when using cannons it only takes two pips. You can take slight damage if your shields are under 35% so keep it higher than that if using cell banks.
As for gimbled weapons, I unlock the target when they use chaff and freehand my aim using a lot of yaw, the bigger the ship, the easier they are to hit. Just make sure you don't lockup another ship in the background, you'll drag them into your fight or get fined if their clean. Something else I've learned, when you destroy a ship there could be lots of canisters of stuff leftover, the pirates will use limpets to start gathering it in their holds. Wait until a limpet is almost to their ship and open fire, the limpet will follow very closely and you can lock-on to it to burn their shields. Keep the bigger ships in and amongst the asteroids so they can't maneuver very well. There's much more but that's "my" style.