Now give 2 of your opponents TLB PA and repeat this...
TLB is one of the reason I transitioned away from projectiles on the vette loadout I use. Before the cooldown I found it exceedingly difficult to land shots on targets that knew how to leverage their laterals and keep a reasonable distance, even with LR/focused weapons.
However, now that there is a significant cooldown I may give them another go.
I normally avoid standard velocity PA/cannon in general, especially if I'm in a ship that cannot reliably control engagement range, because a good opponent will be able to move out of the way, after the shot is fired, often enough to erase any DPS/DPE advantages such mods may have over LR or focused. Cutting travel time in half makes that much more difficult.
I've got a question for OP and
@Morbad. Why Bi-weave?
While I understand why it makes sense to avoid prismatic shields as those force you to use an overcharged powerplant. On the other hand the normal 7A shield offers nearly 1k mj more shielding, while still being capable to recover just 40 seconds slower (all boosters switched off) than the Bi-weave shield and regenerating 100mj more than the Bi-weave. I do see the advantages of a Bi-weave in a straight duel, as the regeneration will kick in regularly pushing the actual mj higher, but as soon as there are more than one attacker this isn't an advantage anymore. I've used both the Bi-weave and the normal 7A and the latter feels a lot more solid against more than one CMDR. While power is a bit tighter than with the biweave I can still run two 7A shield cells and an AFMU.
In practice, I find the passive regeneration advantageous in virtually essentially any situation my CMDR isn't doomed to have to withdraw from anyway, and the collapsed regeneration more than makes up for the lower upfront shielding when fighting small numbers of hostiles that can't cripple the ship in one or two collapse/regen cycles.
Since I'm targeting 60-70 seconds from sheild collapse to restoration, including that 15 second cooldown, another 40 seconds would be a significant increase in time the hull and modules are exposed. I'm also not turning off all boosters (I usually only turn off two HD boosters, leaving my resistance boosters and on HD booster intact); to do so results in the sheilds being too weak when they come back online and shifts the proportion of collapsed time too far towards that unprofitable idle period. Shields stay collapsed too long and retreat may not be possible, or the ship may be destroyed before they can regenerate; bottoming out the SYS cap is also something to avoid. Shields come back up too soon and that collapsed regeneration advantage is squandered, only for the shields to be knocked out again that much sooner (600+MJ is a lot more useful than 300-400). It's a balancing act that can be advantageous or not, depending on situation and how well one leverages it, but it definitely adds depth...and challenge.
There are certainly cases where a standard generator would be more advantageous, but that's rare. Another 600MJ of upfront shielding, with similar generator mods and boosters, is generally less than the total regeneration advantage the hybrid loadout I prefer will see.
Of course, I've also always favored unconventional setups and I originally picked up the vette because the FDL felt safe to the point it was getting a bit boring.