I actually started out with low-power shields and azimuth guns (plus pre-engineered missiles), but it felt too fragile, and the guns were running too hot...so I decided that since combat was not primary, the super-weapons were overkill, and traded them for more HP. I'm still playing with it--it's pushing right up to the border on power, so that any tiny change makes a big difference, and I have to shut things off to use other things. I've still got the other shield: I may try low-power shields + boosters and see how that feels. I didn't actually know that the difference was only 1/6 between enhanced and reinforced--that's a useful bit of information.
I like the missiles because they take down an interceptor much quicker, and have lots of ammo; killing a cyclops or a hunter with guns only uses a lot of bullets. And with the standard EAXMCs, the missiles bridge the gap while they're reloading. It's not ideal, aiming them at a hunter, but combat is only a secondary function here, when some are hanging around and won't leave. No, it's not going to work for the most powerful interceptors, but you can still run most of them off, and most of what you get are cyclopses anyway. If you get something that's too much, you just have to retreat to the asteroids like you said, or hide in a nook till they leave. With the interceptors, I don't really want to kill more than one or two hearts in this ship anyhow, because I don't have a shutdown field neutralizer.
I went with fixed-beam lasers because you don't have to target things to cool off, and also because I do a bit of material-gathering on the way in and out, since I'm in there with collector limpets anyway, and they're best for shooting mines from a distance, to get the bits for making caustic sinks. Which is why I kept the extra ones, which I have to keep turned off when I'm actually rescuing, so I can run the cargo hatch and collectors.
I'm thinking I may also swap one of the C5 reinforcements for a 4 so I can fit a C5 repair limpet.