Does this help? I didn't has as much A-Stuff as I though when I had a good look...
[Cobra MkIII, Blind Ferret II] [+1]
M: 2F/G Pulse Laser [+1]
M: 2F/G Pulse Laser [+1]
S: 1G/G Multi-cannon [+1]
S: 1B/FS Seeker Missile Rack [+1]
U: 0F Electronic Countermeasure [+1]
U: 0I Heat Sink Launcher [+1]
BH: 1A Military Grade Composite
PP: 4B Power Plant
TH: 4B Thrusters [+1]
FD: 4C Frame Shift Drive [+1]
LS: 3A Life Support [+1]
PD: 3A Power Distributor [+1]
SS: 3A Sensors [+1]
FT: 4C Fuel Tank (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4C Bi-Weave Shield Generator [+1]
2: 2E Cargo Rack (Capacity: 4)
2: 2G Planetary Vehicle Hangar [+1]
2: 1E Basic Discovery Scanner
OK!
First lets start for defense. Ditch the heat-sink... you'll never need it in a cobra for smuggling anything ever Cobra is one of the most cold ships in game.
In his place put a chaff.
The ECM I think is there to defend from hatch breakers right? Leave it if that's the case. If not, another chaff might be useful , or even a Point Defense.
Weapons wise i don't see any big changes. MAYBE a change one medium pulse to a multi-cannon, and the small multi-canon to a pulse. to have some extra punch on hulls. but this is not a big deal to fighting small ships! only mediums and big ships, so i don't feel this is a big change for you right now... You can MAYBE use a 2xPulse 2x Seekers this is personally VERY effective defensive weaponry, since you can just terminate your opponents weapons or drives making him helpless to your attacks!
Just be sure to target enemy weapons when you use a seeker missile, reducing their DPS is the best bet when using seekers on Npcs. Priority should always be :
Seekers missiles > Dumb fire missiles > Thermal Weapons (pulses , beam , lasers) > Rail-guns > Plasma > Multi-cannon > Cannon > Frags.
Now on the internals...
Change the smaller cargo rack (2E) For a Hull Reinforcement Package. This will give you about to 50% more hull. for a very little price (4T is nothing , compared to 50% more survival chances.)
Core Modules:
Downgrade the Sensors to D rated. This will give enough money to get you a 4B FSD, this OFC is entirely optional. Lets just say that A sensors offer little advantages for their power use and price ... at least on your current situation.
Life support could also be downgraded, BUT I learned a while ago that this is a life savior... My personal options is always B or C rated. I feel 10 min is enough to get to safety... but this might not be the case for someone just starting the game... so this is 100% optional.
Now for combat.
PIPs management is your best friend here.
Having 4 PIPs to shields will increase it's strength to 2.5x times , so every-time you're taking fire remember that.
On the first part of engagement you should always be 4-2-0 OR 4-0-2 ( System - Engine - Weapons)
This will help keep you shielded.
When dogfighting always remember to use maneuverable thrusters to help closing or opening the gap. try applying downwards thrusters and upwards when you are trying to get you enemy in sights.
Combat awareness is another great thing. prior or during combat, always check your opponent weaponry and defenses. nothing worst than finding on the worst time that your opponent have seekers...
learn how to make each weapon less effective against you.
On the seeker note... if you face an opponents WITH seekers, losing shield mean death. Go to Silent running as soon as you can to break the missile lock, and give yourself some distance. most of the time this means retreat.
back off for a safe distance ,if you CANT do that, high wake.
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Tricks that you can try , and get proficient.
FAO boost turn:
https://youtu.be/SBMfyY5raFk?t=4m9s
Really can save you... just look at HOW fast you can turn... this can be used to get in your enemy back... OR to get away safely this is by far one of the most useful trick you can learn in game.
Trick is to time the FAO trigger to be precise just AFTER the boost , you can see on the video how this is done by listening carefully for the FAO click sound and the boost.
this video also helps a little with FAO
https://www.youtube.com/watch?v=HhCXvyI3HSA
Now I think i will stop this wall of text here...
The irony there is that your sig has a Cobra running from two Vipers... lol
It would be too hard to animate a real battle... so I just went for 2 police vipers chasing my Pirate Cobra