.Yea sorry i should have been more clear....
I have a type9 for when i want to make some credits running basic meds...
Ive got a dbx for if im needing to travel which i can then order a ship taxi and get my girls transported to me...
My vulture is taking the back seat at the moment.
My fdl is for combat alone... for hazres, bounty hunting, assassination missions (i mean err im just a normal pilot on a business mission, this is not a gun in my pocket... well hello there mish moneypenny). im just dipping my toes into cz's...
I've not been playing a month yet so im still learning... ive not even looked into superpowers yet lol...
I won't bother you with a complete build here. About shields and utilities the posting of tolm is a good basis. I also very much appreciate bi-weaves on most of my combat ships. What i dislike there is the lack of a chaff launcher depending on what you do, the lack of a KWS. I'd surrender both heavy duty boosters in favour of these two items.
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Once you learned to use chaff, it's one of the most amazing damage-mitigation tool of maneuverable ships. And while the FDL doesn't have the best turning speed, it has very good lateral thrusters. Learning to use chaff in combination with the thrusters, gives much more defence than yet another shield booster.
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On the KWS: for RES hunting it's basically a must-have. (Oki, not if you are already swimming in money. ) For CZs it's utterly worthless and a shield booster is the better choice.
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On internals, i personally consider a class 4 fuel scoop to really help with this ship. It doesn't jump far, but if you can refuel quickly, trips still are not that cumbersome. (I don't have an extra fuel tank, though. Within the bubble there's usually enough scoopable stars and there's no reason to take a FLD far outside of the bubble. )
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Where i personally have my doubts is the weapon configuration. I mean, yes. Four efficient beams with thermal vent and an overcharged huge multicannon with corrosive ammo does the job. But with corrosion on the weapon, this MC will be seriously starved on ammo. If synthesizing it is fine for you, then this setup is fine, else i'd twist things around a bit.
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The first thing to consider: i personally often include a medium size MC, engineered for high capacity and modded for corrision on my setups. That would allow you to have the huge MC as overcharged and with auto-loader. As others already have said, overcharged is more ammo efficient than rapid fire. The experimental effect is a bit harder to choose here. Your setup basically says that the huge MC is the hull killer, for shields you have more than enough firepower. So incendiary ammo would be contraproductive. This means that the auto-loader probably is the best choice.
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If you are one of the people who love symmetrical setups (at least in terms of looks), you might in this case add a second medium MC (but overcharged and with auto-loader) opposite to the corrosive MC. In this case, overcharged also has the advantage of keeping the firing rate of both weapons the same, so another tiny optical advantage.
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If you don't feel the need to keep things symmetrical, you can also ponder a railgun with Feedback Cascade. Though this is an aspect i am not certain about. I think that three efficient beams should also be enough to break an NPCs shields without having to rely on Feedback Cascade, but i don't have any ship with three efficient beams in use, so i can't say for sure. Having Feedback Cascade at hand to offset SCBs would be my personal preference.
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Last not least on the topic or armour and HRPs: I personally also fly my FDL without HRPs. (Or: have flown. Since i have the Chieftain, it never has left the hangar. ) Instead i have a SCB on board. As NPCs by now also have railguns with Feedback Cascade, it now can require a little bit of skill and timing to make the best out of it, but it's still not that hard. It effectively adds more to the ships survivability than a HRP. And with such insane shields, the FDL can also be flown without armour. Mind you, if you have the money, put some armour on the ship and engineer it. If your thrusters are engineered, the extra mass won't affect you too much in combat. The real "price" for armour is a bit of jump range. But no matter what you do, the FLD won't ever make huge leaps. But within the bubble a good fuel scoop allows you to get to your destination in reasonable time, even if you have to do a few extra jumps, so i find it not to be that bad.
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All in all, with four to six shield boosters, chaff and a SCB, your shields -should- never drop. If they do, you know that you did something wrong. And that's the one time when you will be grateful for heavier armour: it can buy you the time to get out alive.
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