Something like this I think (been a couple of months since I've flown it)
http://edshipyard.com/#/L=70O,mpT5Rg5Rg5Rg5Rg01Q3we0__0__0__0__,2-7_7_6Q6u9Y6u5A,7Sk9tQ7gy03w2UI
I'll likely switch to fixed burst lasers in the med slots when 1.3 drops
I'll post a vid I'd recorded of it in action when I get home.
Vid:
https://www.youtube.com/watch?v=tm7l8-LzUYM
aiite so.
I'll premise this by saying that's a fine build for RES bounty hunting. In fact, all of the builds I tried are good for bounty hunting. And in fact, I'd recommend you try 2x fixed beams + 3x gimbaled pulses on the 2 mediums and giant. The 2 beams are for burning shields down, with the 3 gimbaled pulses for taking down the power plants. It's the second best build I found (tried at least a dozen combinations in CZs). The best build I found uses multicannons, so it isn't best for RES hunting, where you want to stay as long as possible in a good spawning RES location.
The build you should try looks like this:
http://coriolis.io/outfit/fer_de_lance/05A5A4A4D6A4D3C1e1b1b0r0r060606020m004a5e352725
It fits just under the power requirement if you set the cargo bay, fuel scoop, and FSD to priority 3. Set the beams to one control group and gimbaled pulses to the second. 106% power is your target. Think of it like volleyball: set (beams) and spike (pulses). Have the
outside medium hardpoints be the
fixed guns and the inside be the gimbaled. This is very important.
Reason: the outside beams are on an awkward angle and are shit when set as gimbaled. The inner hardpoints are the only ones that are acceptable for gimbaled weaponry.
With this setup, you'll have plenty of shields with the boosters and 5 boost charges, you'll have a superior fuel scoop so you aren't fucked when you need to jump somewhere else, and you'll be in an all-laser setup so you can stay at a res until your eyes bleed (or until you inevitably accidentally shoot a cop or "clean" ship or some bullshit). You won't overheat because of the separate control groups that won't be fired together (usually). You'll also have chaff (and you can sub out the heat launcher for a second set of chaff if you like; you really won't have heat issues as long as you don't shoot both control groups together for extended periods) in case some CMDRs wanna get fresh with you and try their luck. In the case of CMDRs, having the fixed beams means you can still scare the shit out of a CMDR who thinks his chaff will keep him safe, while the gimbaled pulses mean once his shields are down you can make him run like a bitch. I hope you try this build.
With all that said....
Your 4 fixed pulse setup really only works in RES sites. CZs are a very different animal. There can be anywhere from 1 to 6 or 7 ships bearing down on you and taking targets out quickly is a matter of life and death. You have to kill quickly so you can move to the next target so that you wittle down the number of enemy ship firing on you. Where you can doddle in RES sites because it's 1v1 (or at the most 1v1 + 2 irrelevant escort ships) and big ship targets move slow as molasses, in CZs you'll run into dangerous and elite ranked Condas, Pythons, Vultures, and Dropships who don't give a single fuck. They're rolling, dipping and dodging with FA off, shooting at you with plasma accelerators and rail guns, C3 gimbaled beams...plus, I feel like they have better armor or shield arrays than the dufus enemies running around RES sites. They take a bit longer to kill in my experience with a given loadout.
Point is, it can get really serious really fast, and if your setup requires you to bang away at a hull with medium lasers...we're talking about something that can take anywhere from for 60-180 seconds (for ships like Anaconda and Python). That's generally too much time spent on a single target with the higher quality of play those NPCs provide + greater numbers of enemies, any of which can decide they want to attack you.
I don't think going out to a CZ is even terribly realistic with the FdL without some sort of gimbaled weaponry. It can be done yes (i did quite a bit of it today), but you'll take awhile, as mentioned above. I found 2x gimbaled multicannons + whatever you want to break the shields (fixed lasers, gimbaled lasers, whatever) is the most effective, allowing you to down an Anaconda in about 35-55 seconds once the shield is down, depending on how well you can stay in firing position, with the Power Plant targeted. Gimbaled cannons are nice when they hit the subsystem...but I found that doesn't happen often enough to be reliable, so I went away from that in the end.
That said, I just bought a C4 Plasma Accelerator that I'm going to take to the local CZ to see if it's damage output can offset the weaknesses of medium lasers against the hull of big ships. If so, I may have a new loadout to recommend. But right now, the best loadouts felt like:
RES
2x medium fixed beams
2x medium gimbaled pulses + 1x large gimbaled pulse
CZ (most effective)
2x medium gimbaled multicannons
3x fixed/gimbaled pulses
CZ-2
4x medium gimbaled multicannons
1x large beam laser (for burning shields)
CZ-3
2x medium fixed beams
3x medium gimbaled multicannons
CZ-4
2x medium fixed beams
2x medium gimbaled cannons + 1x huge gimbaled cannon (on same control group)
Kinetics are fine in CZs because by the time you're out of ammo, you're limping home anyway, guaranteed. Unlike in RES sites where you could be there for literally hours with no problem.
Lastly, I agree that the C2 burst lasers will make this ship much better. But as one who's been using burst lasers almost exclusively since I got my Vulture over a month ago...they are shit unless you're targeting subsystems. But hitting subsystems is hard if you're not running them gimbaled. But IF you run them gimbaled, they're better than any other type of laser or multicannon for subsystem assassinations. I expect to immediately try:
4x gimbaled burst + 1 huge ________ (something, depends on the power situation)