That's a pretty good build Fey. I had a stab at a different configuration, between sips of morning coffee
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I agree with the comments about hull tank here. Without engineering, you will struggle to get really good shields. So increasing protection with HRPs was one of the things I did. I switched out the Bi-Weaves for 6A which gives you slightly better shields. Along with the integrity (which is tripled) you'll have good enough protection for PvE I reckon.
I lowered the power plant class to save a bit of money and gain a bit of speed and jump (although it made virtually no difference in those two) and it would require proper module priorities to prevent shut down on hardpoint deployment. I kept most of your stuff like the fighter, KWS, DC, limpets and interdictor. A bigger scoop (and very expensive, a 6C would be fine too for much less cost)
I experimented with a few weapons configurations. Like Chris said above your build won't fire all weapons for long before it drains the capacitor. So this setup is slightly less DPS, but can fire for three times as long, which means it has much better DPS really. As was mentioned, beams are excellent, I use them in most of my ships, but without engineering they are very hungry, so I put a pair of large burst lasers instead.
I disagree with the comments about life support and recommend sticking to the D. You can synthesize life support and that fact alone means you don't need A rated. But that's down to each commander. Just my thoughts on it. I swapped the heat sink for another booster. This ship is clearly built for combat (fighter, KWS, interdictor), so I think the booster is a better use of a utility than a heat sink. But flavor to taste.
One more comment.... fighters are cool and helpful. But be aware that NPC crew eat in to your profits and experience gain. Some won't care, some will. But something to consider anyway.