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Depends on what your requiring?
Remember that weapons do not need to be fully powered. That only affects *recharge speed* of the weapon, so if you've got a number of particle beams/turrets or other "laser" style weapons, having them at quarter or half power will have no noticeable effect. You'll rarely if ever run out of "charge", as even at quarter power they'll recharge just as quickly as you can fire.
This differs if your using missile launchers, since they rely far more on the recharge timer, but in their current form these are almost completely useless compared to the other types of weapon you can use.
With the 3 sets of weapons at roughly half power, 42 power from the reactor is enough to fully power engines, shields and leave 2 pips over for the grav drive.
Thinking more about the OP, I wonder if he wants everything at 100% which might prompt his question if not aware that all equipment doesn't have to be powered 100%
Facing multiple high level, equivalent ships, you'll get annihilated with low power in weapons, you need that rapid repower to get some ships dead as fast as possible.
I had a fully C spec ship, with shields & engine max, all weapons at 60% of max and zero in jump drive, and I never struggled with any ship combat from that point onwards. I'd just move 1 point to J Drive as required.
So use the throttle to take advantage and you'll be able to aquire targets much faster.
That's about the best setup.
https://steamcommunity.com/sharedfiles/filedetails/?id=3164819529
My current ship has a 36 power reactor (The Pinch 8A) so i get 41 power from the fusion skill.
https://steamcommunity.com/sharedfiles/filedetails/?id=3164819582
With my ship set up like that, i never run out of power in the weapons during a fight. The 3rd weapon bar is a set of turrets, which work just fine with only 3 pips. I can ofcourse move the 2 pips in the grav drive, into the turrets, but i find i rarely need to do so.
46 if only one crew member counts, 48 if you manage to stack all three - I stacked two accidentally and kinda regret doing so... again its very buggy, cause now I can't get rid of the extra power pip and it feels like cheating. Weirdly the crew power pips seem to be HARD allocated to specific modules - eg I can't remove the last pip when that crew member is onboard from eg shields/engines... dunno what the third guy's system is tho... maybe I should try and stack all three...
This is probably also the source of the shield bug