Hard to beat a mouse for speed and precision, and KBM is fine, but if you've only got two analog control axes, you are definitely going to want to make sure you practice your keyboard thruster control. The Corvette is agile enough that you'll be at a major disadvantage if you neglect vertical and lateral thrust.
Optimal weapon and shield setup will depend heavily on what opponents you expect to fight. Against larger ships you can afford to take more efficient weapons (PAs or MCs), but against smaller and more agile vessels, I favor fixed hitscan stuff for primary damage dealers. You'll probably want feedback rails somewhere to negate SCBs (I'd recommend using the small hardpoints for this, but the mediums will work if you are mostly concerned with larger ships).
Shield can either be sacrificial or regenerative. Against a high intensity attack with few or no pauses in the action, and no ability to create an opening, the former (where you use a standard or prismatic generator and push for the highest shield strength practical) will have the edge. If you are facing hit and run attackers, or a few weaker/faster opponents than can be beaten back, who will try to use their own shield regeneration, a bi-weave setup can be extremely effective as it puts pressure on the opponent to stick around (they know they aren't going to out regen a class 7 bi-weave, unless they have a bi-weave Cutter). Another area bi-weaves are useful for are reverberating cascade attacks; it's often possible, when faced with a handful of smaller ships equipped with mines or torpedoes, to repair the shield gen and regenerate shields, before they can cripple a well build vette.
SCBs are difficult to use on a ship as large as the vette as it's very hard to dodge feedback rails. If you are fighting one big ship, you need to be able to break out of their cone of fire (which is one of the reasons neglecting thruster control won't go over well) for several seconds. Against small ships, it's almost impossible to do this without distracting an opponent with an SLF, or focusing your attention on it long enough for it to break off. If you are fighting several ships that all have feedback rails (something that is fairly common if you find yourself alone or the target of focus against a PvP wing), you can pretty much forget about getting off an unsupressed SCB charge. In the end, I do find them useful enough to carry two A7 SCBs; mine are fast charge and I carry extra heatsinks so I can have at least one sink for every single SCB charge, as trying to double bank against opponents that have feedback rails usually means the second bank is wasted. However, there are definitely situations where I'd have been better served by fewer heatsinks and more shield boosters. In the end, it's a collection of trade offs you'll have to consider before coming to your own conclusions.
If you decide to build a setup tough enough to hang around for a bit after shields go down (which is pretty much mandatory if you take the hybrid route, of course), you'll want to make sure the PP and FSD are armored/shielded (unless you like exploding). I recommend a single D4 or D5 MRP plus a smallish B rated AFMU to repair it during combat, but if this proves too clunky for you, you can omit the AFMU and take more MRPs. Obviously, for a PvP setup, you'll want to fill pretty much any other module slot with HRPs (all heavy duty deep plated). I favor reactive bulkheads, but there are good arguments for both HD or thermal resist mods; the former is better against plasma, missiles, and collisions, while the latter increases protection against rails (resistances apply to module damage, even externals), which are one of the few thermic damage weapons with an APV high enough to do full damage to a vette.
I haven't personally used Guardian MRPs yet, but they seem difficult to leverage effectively, unless you have sufficient surplus power to keep them activated between PP malfunctions. Might be a good option for a non-hybrid setup.
Also, always carry a fighter bay. Preferably a class 6, but you can get away with a 5 if you really like SCBs, or a 7 if you really don't. People tend to underestimate fighters, but they are well worth the module space in a ship this big. There is no single best SLF, but the fixed beam GU-97 has a distinct edge over any other in the hands of NPC crew against other SLFs, and counter SLF work is a prime task for the SLF. The MC Condor is a great pursuit craft, and I've shot down several CMDRs who had thought they were safe from my Corvette when I switched to a Condor that could keep up with them and do damage at 4km. For multi-crew use, the fixed beam Taipan is the most potent in the hands of a CMDR...same firepower as the GU-97, more than double the durability, and a very high boost speed. NPC crew suck with the Taipan though...an expert NPC in a GU-97 will shoot down an Elite NPC in a Taipan as often as not.