To elaborate on Crank Larson's suggestion...
Two large multicannons, G5 rapid fire (if you didn't have PP problems, I'd say overcharged), one with corrosive, one with incendiary. In the medium slot, an overcharged multicannon with autoloader. In the two outer small slots, a pair of feedback railguns, in the inner small slot, a super penetrator railgun (all railguns maxed G2 long range, go G5 if you like, but there's very little additional benefit imo after grade 2).
Set up all the MCs to fire together, and all the railguns to fire together. Your main damage dealers are the multicannons, keep them on your enemy as much as possible. When the enemy uses a shield cell (stripy shield animation), stop firing the MCs and fire only the railguns, as quick as you can, pump those feedback slugs into that shield to disable the regen. Repeat until shields are down. When shields are down, target enemy PP (if enemy is python or bigger), keep pressure up with the MCs, and take pot shots with your center railgun at the PP.
This ship will be potent indeed. If you are not that hot on railguns, consider changing the middle super pen (cos hitting pp with rails requires quite some aiming ability) go for yet another overcharged corrosive multicannon (no corrosive doesn't stack, but having two MCs with corrosive pretty much guarantees keeping up the debuff on the enemy). One of the nice things about this build is its low power usage and low distributor draw for massive DPS. If the enemy uses chaff, you've still got three railguns unaffected to keep taking pot shots, then resume MC fire when their chaff runs out.