Wooo...where to start...from the top I guess...
You will never want mirrored bulkheads. Always reactive, although the FGS can also get away with Military due to its copious numbers of HRPs. The mod should be lightweight or heavy duty, NEVER a resistance mod, UNLESS you have only 1 HRP. You have lots, so we fall back on standard logic, reactive heavy duty, deep plating.
While it might seem like a good idea to strengthen your drives, it actually isn't. The lost speed will make it easier for people to shoot them. Thrusters are a difficult module to take out, even with super penetrators, as they are at the back of the ship and you should never let your enemy see your back.
Frame shift drive...why fast boot? Are you planning on turning it off or facing FSD reset missiles? They are SUPER rare. Also double braced as a special doesn't add enough health to prevent the module snipe so its wasted. Either go protection (shielded, mass manager), or go for reset possibility (fast boot, mass manager), or go for normal range (increased range, mass manager).
Life support...can be hit by lucky shots, but cannot be targeted. So it is rarely worth reinforcing. However in this case you have so much weight, it's probably not worth going lightweight either. Bear in mind though, to get g5, you'll be going to Colonia.
Distributor - Always, ALWAYS Charge enhanced, and usually with super conduits, unless you need the larger caps offered by cluster caps. If you can't use your weapons without weapon focused, change your weapons, not the disti (unless you are a master player and know exactly why you want to do this)
Sensors are a heavy unit in most ships and again, while they can be hit, they cannot be targeted. Either go D rate long range for the lower power if not weight sensitive, or just go A rated lightweight. You have to be mega-unlucky to lose your sensors in a battle, it's never happened to me and I've only done it to someone else ONCE.
Biweave shields...you rarely want a thermal resists biweave, unless you are deliberately trying to keep the recharge time as short as possible or don't want to carry a lot of boosters. In most cases, you get far more effective health from using a reinforced biweave and making up the resistances on the boosters. This will leave you with a small thermal deficit, but that's fine for the extra mj in this PA meta that we live, you need a few mj to mitigate those absolute damage shots.
Fighter hangar...consider if you really want this. Firstly if you take a fighter into pvp he will be killed, sooner rather than later, so you don't take one you've trained, you take one you buy, as an expert. If you do that, they are ok, but they aren't very good. They also require management and steal your combat experience if you are not yet combat elite. I stopped using them a loooong time ago as they are just a liability really. The FGS particularly does not need the extra 'hardpoint'.
Module protection...3 small modules provides high resistance to hardponts and canopies, but overall is less actual module health than a single size 4. The main problem with stacking small ones is that the first will be gone very quickly, losing a chuck of resistance and then the second even quicker, losing you more resistance and then you're screwed. One large and one small is the way to go, because this give you the resistance of the two, for as long as the large one lives. MRPs are consumed in the order in which they are displayed on the right panel of your ship, so make sure you always put your big MRP high up the order, you don't want the smaller one getting eaten first.
Hull reinforcement...witht he change to heavy duty deep plating reactive bulkheads, we need to make up the small thermal deficit by making the smallest HRP a thermal resist one. This is optional, as the majority of damage in pvp is kinetic and absolute, so you can go heavy duty for the extra raw armor against PAs f that's preferable.
You need an interdictor or it's not a pvp ship.
Weapons I'm not going ot comment on, they are a personal choice. Just make sure you are using weapons that you are comfortable with and enjoy using, rather than copying the builds of your heroes. One thing I will say though, is that short range is a far superior mod for gimballed multis than overcharged, and with long range, you will need to land every bullet or do a lot of synthing, which isn't easy in an FGS cos you can't get away to do so.
Utilities...now that we are reinforced on the shield, your mandatory booster setup is eitehr two thermal boosters if you think you'll face lasers and railguns, or a thermal and resistance aug, if you think you'll face more multicannons and frags. 2 chaff is great against gimbal scrubs, but will not affect most decent players. Frags are virtually immune, and you see a lot of PAs and railguns. Personally I would incerase the size of the shield (slowing the recharge, but that's ok, we have plenty of hull), and carry one chaff.
Hope all that helps, here is my revised build for you...
A ship builder, outfitting and comparison tool for Elite Dangerous
s.orbis.zone
Happy to answer any questions...