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You can, of course, combine them. Cooldown and the typical damage (per shot) buff types are actually multiplicative in effect so it can be quite a powerful increase.
1-2:
Harmonic Circuit + Vex Amplifier as first 2 slots: this because the former feeds the latter (and ship's abilities in general).
Vex Amplifier is stronger than almost all other weapon augmenters, bar Plasma (if memory serves, at least until research cap, where Vex + Psi research finally overcomes it). A higher ROF returns better damage and Vex also works with PD, granting a better missile screen.
3:
Pertaining weapon augmenter: be it energy accelerator or plasma accelerator. The increase in range is very good and add on the previous point, granting better damage with better reach (on top of the bombers you’re already deploying, ofc).
4th slot is free, but personally I suggest psikinetic Armor: ADVENT are already shields heavy. Better armor grants higher chance of surviving even against Vasari fleets.
Pretty much exactly my thoughts as well. Only thing I'd add (since the game does a poor job of explaining) is that "Energy Weapon" refers to both beams and pulse weapons, but not plasma.
Also, I have no idea Vex amp stacks with Radiance's passive ability, which decreases reload time. If they both decrease reload time, then do they multiply the effect, or just sum it (which would lead to better synergy of these effects)? If they both increase reload speed - the same question.
Talking about Kol + Autoloader? XD And maybe even dabbling on top an Akkan. Yeah. All of them combined drastically increases damage output. It does fall off as the value gets bigger obviously [much like defensive stats], but seeing a Kol fully buffed out is wonderful to watch.
I never even thought about if radiance's energy armor would stack with vex, or if vex would be entirely worthless for a raidiance.
Universal constant. Little useful info on half of all cruisers...