Half year ago I was exactly like you, just get my cutter and really love it, want it to be viable in PVP but somehow searching online, most results I've got is go use medium sized ships or switch to other big threes.
Till now I've finally made my pvp self-defence build, I can't say it will ensure killing, but for 1 on 1 or sometimes 1 on 2 against skilled pvpers it for sure can defense itself without having to low/high-wake.
Note that I'm not those people who simply make comments without testing, I have a bunch of skilled pvp friends helping me test it out and kick me in the for months.
So here comes some basic principles with the build:
1st, fixed projectile weapons like pa/multicanon/canon is NOT viable against skilled + heavily engineered ships for cutter, especially apa. A FDL/FAS with 140 dirty drive can easily out manuver you, you will have a really short door hitting them but without constant damage, their bi-weave shield regens quickly. Even gimble multicannon is still hard to use according to my experience, but at least more viable.
So at the same time, it means you need decent turret weapons for good close-range damage.
2nd, decent long-range damage is needed. Lot's of players now using fdl to do reverse-flying (which is a really boring but effective pvp tactic) so if you cannot out run them, you need to be able to shoot them back at the same time. And sometimes against other big-threes ganking you, being able to do reverse flying + long range hitting them will make them quickly give up since it won't be a winning fight for them.
3rd, if you want to really kill some pvp players, rather than cg and defence yourself at the same time, don't use cutter. Since most of the small ships if they really want to run, with superior thrusters they can run anytime.
And the build:
Weapons: 1 G4 Fixed long range Pulse + 1 G2 Imperial hammer long range with feedback cascade >> this is for decent long-range damage + feedback cascade against any shield-tanking build.
1 G2 turret multicannon Overcharged with Corrosive ammo >> As I said tested gimble/fixed mc is basically not viable. however we still need the corrosive effect against hull-tanking middle ships, also we'll gonna be chaff to death, but in close range it can still easily get that buff on + will keep forcing your enemy use chaff.
1 G2 turret cannon (optional) long range with dispersal field >> This is optional since I use this basically against those who still using gimble in pvp, and I don't want to waste my previous utility slot. long range is basically the only viable one make cannon hit target properly. For these cannon and multicannons please bound to another firegroup to control when to use it and save ammo.
1 G3 turret beam with efficient thermal vent >> before I actually use emissive pulse but seems emissive is only effective for gimble (hardly see any improvement for turret), I switch to turret beam. And also thermal vent is able to keep your heat in a really low level and still not overloading distributor in my current build.
1 G3 burst with rapid-fire scramble spectrum >> simply to get a decent amount of damage + with the scramble spectrum keep anoying enemy cmdrs, sometimes even able to disable their thrusters, even powerplants, if they don't have a good energy level management, they are dead then.
Finally, 1 G2 pack hound(or normal missile) with higher capacity + drag-munition >> since cutter is verrrrrryyyy slow for manuver, having drag-munition buff is really important to keep your turret weapons firing / able to get the distance for reverse flying. Also when your enemy in FDL hesitate before running-away, this will probably give them a lesson for making that decision late. For missile type, normal one is better at chasing running away enemies, pack hound is better at damaging external modules (means very deadly to fas), that's your own choice.
Shields: As one cmdr said above in this thread, don't use bi-weave since you can hardly get shield recovering in a pvp-situation, especially in a cutter. For middle ships it is good since they do hull-tanking and can quickly get shield recharged back, making actuall shield volumn 3-4 times more than actual, and with much higher resistance. However for a cutter, your advantage is your huge amount of shield, when it break, just run away and there is no chance to bring it back-up. I personally use 2 scbs, Reinforced shield + 2 thermal booster with the rest all heavy-duty. This is optional depends on your own preference.
All other details basically depend on your own demand and your power-plant capacity, I keep 2 heat-sink and sometimes switch one to ecm but not seeing ecm good against any torp builds yet, that need to be tested.
Hope my half-year experience engineering + testing the cutter can help you a bit.