I don't like asymmetric loadouts, and I'm not that sure about the details, but mine looks something like this:
black friday paintjob <- sorry, but that is important
either
fixed dual efficient beams with thermal vent <- no limit to endurance
or
fixed dual double shot pacifiers with screening shell <- kills things fast, sometimes too fast (like, you get interdicted by a pirate. They try to scan you and you blast them out of the sky before your FSD has cooled down) up to and including NPC 'vettes in assasination missions
dirty drives, of course
bi-weave shields, efficient mod with fast charge
reflective armour with low weight
hull reinforcement in the military slot, module reinforcements in everything that's not used for something else. Or vice versa. Not really critical, since if you let the shield go down, you're in trouble anyway. The Vulture is fast and agile enough so that you can avoid enemy fire unless you want to trade some hits on the shields in exchage for a short and frank exchage of views. Like a couple of PAs on the nose against 16 rounds of ripple fire pacifier goodness (grade 5 double shot, 8 rounds in the clip, both barrels, point blank).
I usually use the size 4 slot for mission specifics, swap between fuel scoop, cargo, whatever
a 2A FSD interdictor for some missions, swap out with a SRV if necessary
oh, and A-rated life support. Sometimes, they will get your shields down. If this happens, the canopy is as good as gone. The 25 minute backup ensures that you can stay around long enough to first recharge your shields and then come back and teach them about manners.
the scoop in the size 4 slot usually goes with the pair of scanners (ADS & DSS) in the size 1 slots
range upgraded FSD
All that will run from a grade 2 overcharged PP with the thermal spread effect.