So, after experimenting with the Keelback and different weapon loadouts, I came to a couple of conclusions:
1) Pack Hound Missiles are fun, and have the advantage of not being interfered with by chaff, but damage wise are no better than a C2 multicannons in terms of DPS and create massive overheating when used in rapid succession. Hopefully this will change in 2.1
2) I'm not seeing a huge difference between C2 beam and burst lasers in terms of shield damage, but the C2 bursts seem to work better against the hull?
3) Since the pitch sucks, you want to try and keep 4 pips to engines whenever possible - it makes a noticable difference wich can make the difference between losing your lock on a target and maintaining it, so once you can get the shields down it's best to put 4 pips to engines and rely on MCs to reduce capacitor drain, unless you've got the target in an easy-hit situation of course.
4) A hull reinforcement package is a must. I had both a class 3 Hull reinforcement and military grade armor. I took the Keelback into a high extraction site and tested these things out. Sometimes it ended with me having to run away (like if an Elite Cobra with railguns was there or taking on a Clipper and Python at the same time

)