About your setup, first I notice a lot of missing experimentals. But I guess that is due to it being still work in progress, right?
I would recommend swapping the military armour for reactive lightweight deep plating. MUCH better protection! Might want to balance its weak thermal resistance by installing a thermal resistant deep plating HRP in the vacant class 1 slot.
Yeah of course. You know how annoying it is to transfer an unfinished ship / modules between all the engineers to fit the Experimentals. Usually I ship anything that will fit into my Phantom. Anyway I am also holding back on some experimentals so that I can put for instance Low Draw on some shield boosters etc if the power supply turns out to be tight.
I know I have shown you my Krait build already, but again for reference, I have got only 200Mj less shields but significantly faster recovery rate by almost a minute. Also it has more than double the hull integrity with miles better resistances. It is also much faster and jumps almost twice as far. All very convenient for the mats collection business. Lets see where you can get the challenger once it is fully optimised. I have quickly adapted your build on coriolis to my preferences and quite like the result. Let me know if you want to see it, don't want to spoil your investigative drive too much.
Well let's see. I think you are misrepresenting the numbers a bit.
My "Take Out The Trash" takes 30% longer to recharge its shields, yes, but has 50% more effective strength against any non-absolute damage. It's been days now since I last lost my shields so I guess hull strength doesn't matter that much for this purpose -- basically when shields fail I just need enough staying power to get away or land the last 1-2 shots; it's not a PVP ship after all.
Either way, yes I thought about Reactive armour, but I like to at least
pretend that Credits are worth something, and I figured the cheaper armour will do what it's meant to do. ^^ As a side note, the Chally has harder armour - 65 vs 55 - so it gets more mileage out of every single hull point than the Krait. (Keep in mind RES NPCs don't use Corrosive)
Also I don't see how jump range is relevant -- this ship is specifically meant to pick up mats from destroyed ships and for that any RES will do; all other kinds of mat farming (HGEs, Raw, Encoded) I do with my Phantom that jumps 70LY but couldn't fight its way out of a paper bag. xD
And yes, the Krait is faster in a straight line -- not much can be done about that. ^^ [BTW it's a bit strange that the Krait has a higher MLF even though the Alliance ships are heavier]
But anyway, I wouldn't mind seeing your adaptation. ^^
The weapons layout is a more difficult topic. I am still convinced two or three OC multicannons with corrosive/ autoloader in the largest slots would be your best bet.
If you want to stick with PA's consider making them all efficient, they only come with huge power and distributor draw benefits and even a considerable DMG boost along with lower heat generation. That way you might even be able to run a PA in the large slot as well.
I'm really not familiar with rapid fire on PA, but could imagine they drain your fuel quite a lot faster, because fuel usage is a fixed per shot amount afaik. So I think running efficient PA's with plasma slug will give you a lot more 'damage mileage' out of your fuel capacity.
All in all I like the combination of the Challengers internal compartments in comparison to the Chieftain. Might even try this one out myself sometime.
Well... MCs always work, in a way, but they also are rather boring I think. ^^
I'll run some models with Efficient PAs, too - the power/heat advantage ofc is sth the basic DPS comparison doesn't catch. Actually I did a trial run today with a Large Beam and an Efficient PA in the 3rd Med slot. Ofc hilarious Alpha strike for about 150+ dmg. But the power draw is really evil. More so ofc for more power-hungry mods like OC or SRB -- imagine 290 Alpha, but immediate barbecue inside your ship. xD
As mentioned above, theoretically Rapid Fire offers the highest SDPS of all mods, and the jitter is negligible -- 0.5° means a deviation of about 4.5m off center at 1000m range; really meaningless when you're shooting at a moving target anyway.
As for the internals, I generally prefer the Chieftain there for pure combat purposes, but when you want a vacuum cleaner -- see Homerzilla.
Got to say, the hardpoint layout of the challenger is amazing!!
Can fit anything you'd ever want in there.
Allows for several MC, Beams, and even some rails for those pesky SCB spammers.
Yes, that's a big perk of the Alliance ships -- especially the convergence is much better than many other ships' (although the Krait is still acceptable in that regard). As I wrote above, the problem can be to figure out workable fire groups -- for instance PAs and Rails don't go well together if you also want to have tracking weapons - or you have to be really good at juggling more than 3 FGs.
In my Chieftain, I have sorted the hardpoints very straightforward into 2 fire groups:
A vs Shields: (1) FBC Rail, (2) Lasers [2]
B vs Hull: (1) Pacifiers [2], (2) Lasers + Corr MC
(And here my inner Monk had to cede to practicality -- I used to have the lasers on 2 central (vertical) positions, but that meant the offset railgun was more difficult to aim. Now the rail has moved into the center spot and is much more reliable to use, at the cost of asymmetric lasers.) It's really amazing how even a single small FBC can ruin a bank tank's day.
However now that I've been using PAs more again with the Chally, I'm also tempted to build a few more Large PAs for the Chief. ^^ Actually, what I'm kinda dreaming of is a double-engineered PA, but we'll see if anything like that will ever come.