I would go with OC or short range blaster on the MCs, rapid fire chews through ammo super fast. OC & SRB will have nearly identical damage, with OC not losing range and upping distributor draw a bit. I usually go SRB on Chieftains as I'm usually up close and personal, but distributor draw isn't that big of a deal on MCs for the most part, and the range that is lost with SRB can sometimes be missed with runners. Rapid fire pulse are nice, but suffer from drop off like anything else other than long range (past 1.5-2k it really becomes weak). It depends how you fly, if you keep your engagements close, then rapid fire will probably out do long range. They also build up heat pretty fast, a thermal vent beam or two may help with that (if it is a problem, might not be, not sure never ran 4 rapid fire pulse on one). If you can hit with fixed MCs good for you, but I wouldn't hesitate to go gimbal with them to help with time on target. I would personally go autoloader on both large MCs and use one of the smalls or the medium on the bottom for an MC with corrosive assuming gimballed MCs, if fixed you would definitely want to use a small because it converges with the larges assuming you use a 3rd mc for corrosive to keep both larges rocking nonstop with auto loader. If you stick with just the two large as MC, go auto loader on one and corrosive on the other.
You can run a size 6 Bi-Weave, thermal resist and low draw (to keep it from draining SYS quite as fast) or fast charge which will require an extra pip or two to get them back up a couple seconds faster than low draw would. Resist augmentation on one booster and heavy duty on the other, both with super capacitor (could go resist on both too if you want). You could also keep the 5 bi-weave and go with a 6 SCB, but without a Guardian Shield Reinforcement or two the SCB will probably charge more than your total shield value and be overkill. If you don't mind the weight, you can run a B SCB instead of an A for an extra charge (albeit a touch weaker per charge, it will be more in total).
Heavy duty deep plating on the hull/armor and all hull reinforcements other than the smallest HRP which you can throw thermal resist deep plating on to get some really nice resists across the board.
Dirty drag drives on the thrusters is pretty much always the right answer. Keep the 4d sensors and go long range on it (don't even have to hit G5, I often leave them at 3 or 4). Armored PP. Charge enhanced super conduit PD. I would personally use chaff before a PD. AFMU if you want it, but not really needed imo.
Slight alterations from your posted build got me
this, and I didn't do any engineering to the weapons.
It is an amazing combat ship once all decked out, and I'm not saying there is one right way to do it, that is just what I would start with if in your shoes. Ultimately some trial and error will get you to whatever works best for you.
Also, that is all assuming PVE. I've had a build very close to that survive wing ganks (barely), but I'm not one to offer PVP advice past running away.