A few general thoughts:
- You've got a lot of spare power, so you don't need to overcharge the power plant. Armoured G5 + Monstered still has plenty of power for this ship, runs much cooler, and is less vulnerable to suddenly exploding if you do lose shields.
- No need to strip down the power distributor - it's not that heavy to start with. Use Super Conduits experimental to get even more recharge.
- It's expensive, but I'd go for at least Military alloy on the hull if you can afford it. (Reactive + thermal resist is even better for resistances, but hideously expensive)
- Shield boosters: with a thermal resistant shield generator, two resistance augmented boosters gets you well into the diminishing returns zone on resistances. Switch the other four to heavy duty and you get a really substantial shield with high resistances and decent recharge if they let you ... or three heavy duty and a high capacity chaff launcher.
- You've got two optional internals empty, and if you drop the docking computer and land manually, you can have a third. Stick HRPs, heavy duty engineered, in those. This will let you survive long enough to run out that MRP if your shields drop. (I'd also engineer up a 4D HRP the same, and you can transfer that cheaply and swap it out with the Guardian booster once you're in the system with the CZ: you don't need that extra range once you're in place, and the HRP is really cheap to transfer around after you)
Now the big one: weapons.
Beam lasers are extremely distributor hungry, and overcharged makes this worse. You've got four of them, so if you look at your TTD figure it's 0:03 - you'll completely empty your distributor, even with 4 pips to weapons [1], in just three seconds. Your firepower after that will be minimal.
What I'd recommend - to stick with lasers for now - is either:
- four efficient pulse lasers. (Experimentals: one emissive, one scramble, two oversized). You can fire those almost all day, and shouldn't have any heat issues.
- four long range pulse lasers (same experimentals)
(Which is better depends on your fighting style: efficient is great if you spend a lot of time up close, whereas if your typical combat range is over a kilometre long range is better - even better than overcharged, and considerably less energy intensive - because default lasers have terrible damage falloff with range, and long range gets rid of that entirely)
So, something like this:
https://s.orbis.zone/5hvx - twice the shield, five times the hull, better overall resistances, and much more sustained firepower.
(Gimballed weapons for now, definitely, but as you get more practice it's worth experimenting with fixed lasers: if you can hit with them reliably they do more damage for less power and it'll mean that the Viper IV with Chaff ... of which there are a lot in a CZ ... is a bit less annoying)
[1] You'll be under fire a lot in a CZ, so you'll need 4 pips to systems quite a lot to keep your shield up.