Yes, I like the changes you made. A few comments....
You now have far less MJ than the original build, sure, but it's much lighter, and therefore faster, and the power draw was lowered enough to drop PP class, again boosting the speed plus jump. All good. Heavy duty on the bulkheads, added a HRP, right on. You did nice work on your resistances, especially thermal, which is key in my view. Your shields have an apparent 1236 MJ against thermal weapons, making them actually more effective than the original 1140 MJ version was. That, combined with the speed, makes it defensively sound I think. And the mass savings you did dropped you in to optimal mass for the EPTs. Nicely done.
However, the revised build is inferior in collision protection, since raw MJ is what counts, resistances mean nothing. And as I always say, collision is the main threat to a well-flown, fast Courier, especially as I imagine this ship makes quite a few planetary landings. That HRP is insurance, and my Courier does the same.
Still though, by dropping power plant class you were forced to go G5 overcharged once again, so it's still running a bit hot I reckon? Your Courier idles at 35%, cruises at 40% and jumps at 64%, all of which are hotter than I like, but not
too hot for everyday use. EDSY says it's 61% heat with all weapons firing.
I think your Courier has good speed, jump and defensive capability. Not bad for a 1438.35 MPH mat collector.
Just as an alternative, here's your ship with no weapons. By all means use them if you want to. But as a mat collector it might be fine without. Look at the speed and jump gains. Power draw drops enough to reduce overcharge to G3. G1 covers it with module priorities and the hangar and cargo scoop powered down.
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