.1. Weapons
Are those ok or should I alter the loadout?
Generally the combination of laser and multi-cannon is a good choice. It's nothing fancy, but it is reliable and has good endurance. A very solid choice. Only the combination of one small and one medium of each can be considered. Against smaller ships that's a perfectly sound choice, but when fighting something bigger, you are better off with two medium MCs and two small lasers.
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.2. Shields
Stay with regular 3A or go for bi-weave? Stronger and slower vs weaker but faster in recharge?
Personal preference. I use bi-weaves a lot. It reduces the downtime between fights. But generally, when just looking at one fight, you usually are better off with regular shields. During a fight, capacity usually beats recharge. This changes when you run a hybrid setup, which also can take plenty of damage to the hull, but that's not what you usually do with a DBS. It's just not a hulltanking ship.
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So it really is on your performance. If your shields at the moment are more than enough for the job, but you want to reduce breaks between fights, go bi-weave. If you find yourself close to loosing your shields sometimes with your current shields, then stick with them, as bi-weaves would have failed you and you would've had to retreat in that fight.
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.3. Engineering
So far my engineering focused on trading/exploration, no XP on combat eng. What would you suggest? Defensive means for the ship or offensive for weapons?
In the end: all of them. But if you want priorities, on a DBS I would go for:
- Thrusters. Get Dirty Drives, the highest grade you can get. Use the Drag Drives special. (There's only a few very light ships which benefit more from another special. )
- Engineer the shields for thermal resist.
- Have two shield boosters with resist augmented engineering.
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Those things will make your ship more agile and more durable. The DBS can afford to carry two shield boosters, too. If you run out of power, engineer your power plant. As the DBS wants to be fast, you go for the overcharged power plant. Only engineer as far as you really need it. Going for a higher grade than what you need generally is a disadvantage.
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Last not least, if you have access and materials, go for charge enhanced power distributor. This just helps any aspect of the ship and is very important if you run bi-weave shields. But even with regular shields, with charge enhanced power distributor you can put more pips on systems (making you take less damage) and keep your weapons firing, even when having less than four pips there. It's really helpful.
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Only once all of these are done, I would look into weapon engineering. Upgrading weapons also adds a lot of punch, but I would consider it lower priority. Thrusters and power distributor just do so much for your ship. Defensive engineering scales extremely well and thus is a massive advantage. It adds so much more than weapon engineering, I would always first look at that side.
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