Jeez lol.
Optimal mass=the mass your thrusters can "handle". The higher your mass is in relation to your optimal mass, the more sluggish your ship will become. It's what stops you putting C4 thrusters on an iCutter - the optimal mass of the C4 thrusters is relatively low, the iCutter has a high mass, and so the C4 thrusters don't have the "optimal mass" to cope with the iCutter.
In an unengineered ship (well, realistically when you have no "optimal multiplier" stats on the thrusters), when your total mass equals your optimal mass your ship is said to be operating at the "standard" flight model. This is the point that your speed will equal the reference speed shown by FD's stats - so looking up a vulture on the wiki etc., the "speed rating" is 215 m/s. This is the speed you get when a vulture's total mass is equal to the thruster's optimal mass (worth noting this is nigh on impossible on an unengineered vulture). When your total mass = half your thrusters optimal mass, you have hit the most speed/agility you will get out of that ship without modding it.
Optimal multiplier is what it says on the tin. It's a speed/agility multiplier. Nothing really that in depth for it unless you want to start understanding every piece of the puzzle stat wise. Higher optimal multiplier roll=more zip.
Please note that typically optimal multiplier increases will trump whatever optimal mass decreases you get from a thruster mod, but on ships like the iCourier with PE thrusters where optimal mass is already really low, moving from a G3 to G5 DD mod can actually decrease the iCourier's speed/agility on even low mass builds, as the optimal mass becomes so low that the tiniest bit of mass will burden them more and more.