And don't drift in stations, it will start moving and only the walls can stop it.
This is something that annoys me with all ships. Inertia in stations is very hit and miss. Hold your finger on vertical thrust and it might take an age to actually move, hold it for the briefest of seconds a little later and suddenly your ship is spanking the landing pad.
This odd behaviour also isn't helped by the speed boost you get when lowering landing gear - which seems the complete opposite of what should be happening, especially considering your speed is actually reducing. Yet for half a second when the landing gear speed cap kicks in, all of your thrusters are twice as powerful as they would normally be.
I run a grade 6 power supply because I need the power for when I
upgrade the thrusters to 6A and replace the turreted bursts with turreted beams. I also run 5A sensors (forgot to add that in my original link), because they improve targeting of the turrets and gimbals. This is currently my 'go to' ship for when I get bored of trading and fancy mucking about in style
That's why I said "depending on setup"

if you're trading in the Clipper then things like life support, power, and sensors, aren't that important - so they can all be cut down to absolute minimum requirements to get your jump range up.
If you're not trading, then you won't have as much mass as a trader anyway, so it's a fairly moot point.