I would have engineered the shields for thermal resistance.
Your shield thermal resistance is -5.4% which is really low for a PvE combat ship. If you have the mats I would recommend:
- Change the shields to G3 thermal (or better)
- Engineer a shield booster to G3 thermal (or better)
- Engineer the other two shield boosters to G3 resistance augmented (or better)
This would get your thermal resistance to 42%. This is good, and if you have the mats to G4 the shields it will go to 50%. Which is great. Good shields means you can fight more aggressively and sloppy without worrying about damage.
Just to hammer the point home:
This is actual bad advice. Here are the numbers of G3 thermal shields with one G3 thermal and two G3 resistance augmented boosters vs. G3 reinforced with two HD boosters and one thermal booster (again, numbers for four PIPs in SYS, as calculated by EDSY for the above linked Anaconda; other ships may vary):
Thermal G3: raw 836, PIPs 2092, kinetic 3631, thermal 3581, explosive 4880
Reinforced G3: raw 1427, PIPs 3569, kinetic 6141, thermal 3869, explosive 7369
In other words, the reinforced setup gives you 170/170/169/108/151 percent (raw/PIPs/kinetic/thermal/explosive) protection over your proposed thermal generator with resistance boosters. Please don't tell me I give bad advice when you obviously have not crunched the numbers.
And for balance sake, I
did mention the price of build and recharge times. If your goal is a shield that you expect to drop at some point for one reason or another (like when you plan to use silent running and you need them to come back up quickly), then yes, weak base shields with high resistances will work better. But that's more an edge case than your average combat build, and I would say "but quick recharge times!" is moving the goal post.
And with that, I am out of the discussion. The numbers are there, I made my arguments, decide for yourself.