OP didn't say what type of combat they do. You need different loadouts for different types. For best earnings potential when bounty farming:
2 x 4A pulse lasers efficient flow control
1 x 3E Burst efficient flow control
2 x 2D Beam long range thermal vent
2 x 1G Pulse efficient flow control
What you lose on the slightly longer TTK over more powerful weapons, you more than make up for by not having to leave the site fto replenish ammo, and less time wasted trying to get the right spawn, as when you get a good one, you can stay as long as you want. In 3 to 4hr evening seesions, I was consistently making over 1/2 billion, of which 120 mil came from bounties, the rest from massacre missions. Set your fighter on the target before opening fire to get the quickest TTK. That makes considerably more difference than what weapos you use.
That loadout would also be good for fast ranking in a high RES with a spawn of small ships, where fire power isn't so important, but long range and speed is.
The 2 class IV with beams or pulse are a downgrade in a Vette, lol.
The weapon who rule all is the MC . best RoF / dam per minute, a pair of OC MCs with autoloader will shame any other weapon by a far margin !
Put on the class II a pair of Burst Lasers with OC, another turreted/gimballed in the underbelly class III, add 2 small MCs with High Ammo and corro ( ideal is to put there 2 cytos if you can) and you get an "invincible" Vette, who can fire non-stop with 4 pips in sys and just 2 on weapon, no overheat at all, and can stay in a CZ or HazR hours and hours, if you do bother to mine once a week, so you have more than enough cheap reloads to synth ammo.
The 2 class IV MC are really great at ammo count - since the RoF is relatively slow, they will have enough ammo for 15-30 kills with just one reload. No overheat problems, great power reserve, and a Vette with 4 pips in sys can tank 4ever.
In my experience ( and over the years I run all builds...) this build is by far THE most effective. The burst laser chew the shields, the big MCs pair coupled with the small corrosive will eat the hull in no time, and will pop small/medium in seconds. Ammo wise - easy & cheap to synth "on the spot" each 15 minutes. Power levels required are minimal and that allow you to practical DOUBLE your shields since a 4 pips in sys will make your shields stronger. This makes one to two pips in shields fairly useless (except for recharging the SYS capacitor), while 4 pips make your shield around 2.5 times stronger.
( 4 pips to shields allows the shields to absorb around 150% more damage )
The burst lasers need significant less power than the beams and are the most effective vs shields. Fire groups are easy to build since you can split your power in 2 main groups: one for collapsing shields, the other for popping hulls. Using them in sequence grant you non-stop fire. And you can take A LOT of punishment ( 2-3 wings of NPC at once !) with no big problems. The fact your Huge weapons have a low power consumption allow your Vette the "luxury" of fighting at will with 4 pips on shields and only 2 on weapon.
Put there 2 Beams and you will lose that. And remember the 600m fallout rule on lasers.