Well, that's clearly not what I meant, but let's look at this. First, putting armor upgrades on ships right now when they don't protect modules is very much a waste of money. But do as you wish.
More importantly, the build is sub-optimal based on my experiences. I'm running roughly the same setup and have tried a number of combinations, so I should know. You'll have to drop 2 of those shield boosters and plan to toggle the cell banks and rearrange your priorities. The extra boosters aren't worth having if it means not having banks immediately available.
I'd strongly recommend something more like this:
http://coriolis.io/outfit/fer_de_la...2050400004a5e5e2o66.Iw1-gDKQ.EwBh1MrBGHqhIA==
4B cell banks gives more total shield boosting and requires less energy. The goal here is to get under 100% with what you need deployed, and my build linked does that without having to retract your weapons in the middle of combat to use shield cell banks (which is generally an awful idea because depending on the alpha damage you're receiving, you simply may not have time for that before your shields are gone). Having life support offline is an interesting idea I hadn't thought of though, so I kept that in the build above. Good way to give yourself an extra few % to throw somewhere else. I also dropped one of the boosters to B grade so you can have a heat sink launcher (essential for combat when shields are offline to remain invisible while you pound away in Silent running).
And personally, I'd recommend a 4A fuel scoop until you get where you're going. There is nothing worse than that jump range and tank capacity and no way to quickly scoop. FdL gets very hot very quickly. With a 2A fuel scoop, you'll spend 2-3 minutes at a star scooping. Fuck that.