Heh, we have almost the same thread running over in the Engineering section. xD
Here is my build. This ship is for my first dedicated combat build. https://coriolis.io/outfit/alliance_chieftain?code=A4pktkFflndpsif47k7k1a1717170404030k2dB2m727272b5dm708.Iw18RQ%3D%3D.Aw18RQ%3D%3D..EweloBhBGA2EoFMCGBzANokMK4fiIA%3D%3D I plan to start engineering weapons first. I wasn't...
forums.frontier.co.uk
So, to crosspost a little:
The Chief is my favourite combat ship even though I'm not even able to use it to its full potential for the lack of personal skill. Basically the hardpoint placement would be perfect for fixed weapons, and I intend to practice with them further, but so far I'm just so-so with them and use a partly gimballed setup.
Easy to use setup:
2 Large gimballed MCs, 1 Med and 2 Small gimballed Lasers (e.g. efficient beam), 1 Small gimballed Corrosive MC.
One main drawback of MCs is the low Piercing, but you counteract that partly by the Corrosive effect. Use lasers until shields are down, then switch to MCs.
I agree with Northpin on the Long Range vs Efficient debate -- having recently switched from LR to Eff myself, bc I want to practice keeping the fights at shorter ranges.
A step up:
As above, but 2 Large Focused PAs with Plasma Slug. Great for learning the ropes with PAs as you can keep shooting without worrying about ammo, and the high shot speed increases hit chances. These are what I used until recently. Now I have switched to Efficient PAs, which limits your ammo but increases damage per shot.
My future project:
2 Pacifiers, 3 Cytos and 1 CorrMC. Of course Pacs and Cytos are both fixed and short-range weapons with jitter so I will have to git gud.

The idea again is to quickly strip the shields with the lasers and then turn the hull into confetti with the kinetics.