Yeah I've mapped next/prev subsystem to keyboard and it really helps. I did have it on one of my hat switches but really pretty much none of the buttons nor switches are any good for anything that you are going to want to hit somewhat rapidly. Targetting power plants on Anacondas is a must. Seems like it doesn't accomplish nearly as much against anything smaller though, certainly not if you're at an RES and other people are pounding the hull.
Really the pulse beams drain power plenty fast enough, for a big target at 4 pips I'm still going to run low on juice. Maybe if I did more hit and run tactics I could see wanting better DPS.
Anyway, this is what I have now: EDShipyard
Code:[Vulture] L: 3E/G Pulse Laser L: 3E/G Pulse Laser U: 0C Kill Warrant Scanner U: 0I Chaff Launcher U: 0A Shield Booster U: 0A Shield Booster BH: 1I Lightweight Alloy RB: 4A Power Plant TM: 5E Thrusters FH: 4A Frame Shift Drive EC: 3B Life Support PC: 5A Power Distributor SS: 4B Sensors FS: 3C Fuel Tank (Capacity: 8) 5: 5B Shield Generator 4: 4C Shield Cell Bank 2: 2D Hull Reinforcement Package 1: 1D Frame Shift Drive Interdictor 1: 1D Hull Reinforcement Package
Now that I've built up a few million in the bank I think it's time for me to start thinking of what to upgrade, but this has been working pretty well for me.
Better thrusters for sure. D class is sufficient though since the vulture is so agile anyway. D class life support too - less weight and 10 mins should be plenty of time to rtb. Same with sensors - D class is plenty. Downgrading those should give you the power capacity to run a 4B SCB