Largely the case, though it's worth noting that 1) PvP builds in games are prone to playing mind games (some ED folks will load up every special effect they can that will present a different warning to their opponent, just to apply pressure) and 2) PvP builds in games tend to care less about sustainability, i.e. fewer concerns about ammo etc.
The former isn't particularly frequent mind, and as the latter goes, defenses are so inflated that ammo is still relevant. So...yeah, largely applicable
*ahem*
I can make the suggestion that you don't divide the hardpoints by class but by side - e.g. rather than using two C2 MCs, use a C2 and a C1 MC on the left side. This can give ya a more balanced offense, but primarily helps resolve dem hardpoint convergence issues.
Assuming you need some kind of sustainability, I'd probably recommend the following for you:
https://coriolis.edcd.io/outfit/cob...1/kA==.Aw1/kA==..EweloBhBGA2EoFMCGBzANokMK6A=
Pulses on same side are core weapons: I'd personally apply emissive to one and scramble spectrum to the other. C2 multicannon should be modded for corrosive, and gives a push on hull punching as required. C1 rail should be modded for feedback cascade, sacrificing the least amount of firepower possible for a heavy amount of SCB retaliation, and is easier to connect with than a C2 rail as the C1 rail charges up for less time. Also gets ya used to fixed a bit more.
Shield booster is modded for augmented resistance to support the bi-weave, but if you can't handle the reduced capacity and increased distro draw of the bi-weave, replace with standard A-class shield as appropriate.
In essence it's actually a fairly straightforward loadout. Cobra doesn't want to get too messy - it's not a born and bred combat ship, and it shows. If you want more exotic weapons then only you can tell us what is more "exotic" to you.
If ya don't care for traveling, downgrade FSD and fuel tank.