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Just also noticed this passage and dare to correct: it's also not a too bad hulltank, either. It just usually is built as shieldtank, as it comes with rather good shields, so there's no real incentive to not use them.
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But if you want to go hulltank, it actually also beats some of the official hulltanks. Sure it comes with a bit less hull, but it more than makes up for that with internals. So just drop HRPs into some of the smaller slots, and you end up with a stronger hull than many official hulltanks. Now engineer the HRPs and you can end up with higher resists than many hulltanks field.
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And if that wasn't enough, the Clippers weapon placement is a big boon for a hulltank. Take a look at the FDs/FAS/FGS. They usually are seen as hulltanks, but hit them with one or two seekers (or two volleys of a pack-hound launcher), and their weapons usually go silent. Sure the hardpoints are "perfectly placed". They provide nice convergence and allow the use of fixed weapons, but they also are perfectly placed to have most weapons in one missiles blast radius. Even module reinforcement packages are of limited use there. They only absorb 25% of the damage for hardpoints, but thanks to all weapons taking that damage they still get used up quickly.
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In contrast, you can hit an unshielded clipper with several missiles and it still can fight. No matter where the missile hits, its explosion radius only damages and possibly disables one or two components. (And pack-hounds spread all over the ship, so while they damage many things, they don't disable anything, unless you land several volleys. ) This also means that module reinforcement packages last longer, as a single missile hit doesn't hit the MPR several times by affecting several hardpoints at the same time.
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That all being said, the first point still stands: the Clipper has much too good shields to disregard them. There's no real reason to set it up for hulltanking, but if you for some reason feel the need to fly a hulltank, the Clipper can actually be a reasonably good choice.
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