Kind of curious, admittedly, as to how many people who are bemoaning the inability of the Python to, by their accounts, stand up to a Viper are still trying to treat the Python like a fighter craft. I mean, not just a combat vessel (which I believe the Python and Anaconda still do very well at, based on my admittedly limited experience,) but a fighter craft, pitting agility and speed against agility and speed. Generally, the strength of a Viper in the situation is at least trying not to get within range of the Python's guns, for a pretty simple reason... it doesn't take very long, under a Python's wrath, for a Viper to be reduced to so much floating space dust. A Viper is therefore very good at getting hit the least number of times, but there are ways to at least partially nullify this advantage against all but the most skilled, out-of-box, jaw-dropping-maneuver-pulling fighter pilots.
Anyway, my current strategy with my Anaconda against smaller ships like Eagles or Vipers (still being practiced and tested, and operating under the sub-optimal conditions of only having D-grade thrusters,) is to fly backwards. =D At a reverse thrust that falls within optimal maneuverability, allowing me to turn as quickly as possible while still generally moving away from my target. The reason for this simply is that I've noticed, in close-quarter 'turning battles,' half the time I can't bring weapons to bear because my lumbering ship flies past them before I can complete the turn, putting them from 'ahead of me and upwards' to 'behind me and upwards, damnit.' This way, I get enough space to bring weapons to bear. In the event of a smaller ship using 'hit and run tactics,' (boosting away, turning around, boosting back in,) when I'm pointed at them I crank it up to full reverse, maximizing the time, even if by a small amount, it will take them to catch up with me, and then reducing speed back to optimal maneuvering thrust once they've flown past.
My weapons loadout are four large fixed beam lasers, with the medium and smalls being gimballed multicannons. I generally keep four pips to Sys, and two pips to Wep, which is essentially the opposite power configuration compared to when I was a Viper pilot. The reasoning for it is pretty simple; increasing power to weapons, currently, is a bit pointless as I can only fire my beam lasers for so long without heat becoming a major issue anyway. (Although I might make an exception if a ship is facing away from me.) In the case of facing a Viper with hit and run tactics, I'll usually only get a few seconds before they boost past anyway, so sustained fire is fairly superfluous. Still, even if they're still in firing range after my laser capacitors are expended, I can have my multicannons take up the slack, with the bonus that often pilots will have wastefully deployed chaff during my barrage of fixed beam lasers and still be reloading it by the time I start tearing into them with the multicannons. Finally, the added power to shields ensures it takes them more attack runs to get past my own shields, offering me more opportunities to blow them out of the sky. ^^
Suffice to say, a Viper at this configuration will run circles around me and likely score three times as many hits as me. Which is fine. I don't need as many hits to win. >:3
Then of course there's the fact that (so far?) I seem to be mass disruption immune around most smaller ships, so if things do go completely wrong, I can generally jump to FSD in a flash. =D Not sure if that applies to Pythons, though.