You've got a good start there and I think everything Bortas said is great. In addition, I'd put an MC with corrosive experimental in one of the smalls to help those pulses do more against hulls once you drop shields, and might as well throw drag experimental on a packhound. Switching a couple shield boosters to resistance will get higher effective shield values, and super cap experimental on the heavy duties is worth it as well. Same goes for deep plating on HRP's and armor, the reduction in resistance is made up for by the increase in total value.
Drag on dirty drives, mass manager on FSD, charge enhanced super conduits for PD, and I would personally go long range (grade 3 or 4 on a D is what I usually do) over wide angle on the sensors. You can get enough power with an armored PP while lowering heat and increasing its durability.
So with all those changes you might end up with something more like this:
https://s.orbis.zone/2a3h which doesn't look much different from yours, but gained about 50% more shield value vs. thermal while nearly retaining the same amount vs. kinetic and explosive, and sacrifices a little hull for some module protection, which will be important if you lose shields. The rail helps counter SCB if you want to use it, and the four large turrets will go nearly a minute @ 1 pip to weapons.