I personally haven't rolled any of either lately, but I like Long Range conceptually for ships that want or needs to be able to deal damage from distance.
The Cutter is an example of a ship wants help dealing damage from distance because of the drift. I expect that a full Long Range (or low-falloff) array of weapons will make killing ships feel better, as in that ship it often feels like you're permanently 1.5-3km from your targets.
The iEagle would be an example of a ship that needs to be able to deal damage from distance in situations where it runs into ships bigger than it. It's a trivial matter to run away from a medium or large ship. But with Long Range, you can put 3km of distance between you and them and pelt them with impunity. Sure your small and medium hardpoints won't hurt much, but depending on the medium ship (Fed ships have very poor shields) you could certainly win a fight without ever being threatened. And being in something like an Eagle, it's very easy to feel threatened in this age of Engineers. That's pretty cool in concept.
Outside of those kinds of examples, however, I don't see much application for Long Range. Being that far away simply means it's easy for enemy ships to simply leave. You can't mass lock someone from 3km+ away, you know? And they certainly won't feel obligated to stay and waste their time. You get to be obnoxious, but that's really about it. Could be cute for RES farming and making sure you get a hit in on that target that the police are about to kill 5km away.
Focused seems good to me, especially since most ships have a bunch of small or medium hardpoints on them. More armor pen = punching above their class level. That's always good to have, especially if you're flying an all-laser (or mostly) configuration because you're otherwise losing a lot of damage to the hull.