To add the last piece of info since I've showed my loadout and my module management, here's what I do in regards to strategy:
In battle, I try to keep 4 pips to SYS whenever possible. By far the most useful thing about SYS is that it directly reduces all damage taken by your shield by a huge amount. With 4 pips to sys, your damage is reduced by around 2/3 compared to zero pips in sys. Sys is actually not very useful for regenerating shields, it's much more useful to keep the shields strong to begin with.
I warp in with 3 SYS / 3 ENG, so that I can maneuver behind easily. From there, I'll basically split all power between SYS and WEP, keeping the minimum amount in WEP to be able to keep firing. Occasionally I'll go 4 SYS / 2 ENG if I'm out of position and trying to get back, particularly if the enemy is slippery. I don't care too much about my ENG capacitor as I pretty much never boost in these fights - I try to stay within a few hundred meters at all times, and boosting gives range I don't want. Jousting anacondas is not fun.
Chaff is for when I'm out of position and trying to get back. While shields are up I try to stay either right behind the engines or just to the side, where the turrets have least reach. When shields are down, I'll subtarget the power plant and go behind and above/below to hit the PP. That's when I usually take the most damage.
Reason for my weapon choices:
1. Class 1 pulse lasers for shields do a decent enough job at a modest power cost. Pulse lasers are much more effective than beam when you're limited by capacitor energy. Fixed here, because the anaconda's shield bubble is huge.
2. Class 2 gimbaled multicannons for subtargeting the power plant. I use kinetic for the larger weapon because they consume less power. Gimbaled here to give me freedom to maneuver in close quarters while the gimbals take out the tiny target (the power plant). Any shot that misses the PP is wasted ammo, as the plant will pop long before the hull does. Gimbals perform well at close range, and overall are faster than fixed because of the longer time spent with good firing solutions.