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Frag, possibly with hollow-point. Can pass one shield (with inertial fuse, obviously), but not layered ones. AP/Sabot could also work, but is stopped completely by shields.
You could use a mix of Warhead - Warhead-tracer rounds (warhead being HE, flak, EMP, frag, smoke). Replacing the rear-most warhead with a tracer module will keep the speed the same (at least up to max module length of the tracer). Gives twice the accuracy (like tracer-only), and you lose less firepower than when using tracer-only belts.
Doesn't work quite as well for HEAT and HESH (for those you generally want the fuse all the way back, for max hollow-charge/squash-head effect; other shells need in front of the warheads for slightly higher speed), but tuning powder-density should still allow for same speed for both shells - or replacing the tracer module with a warhead that's not contributing to the HEAT/HESH.
Also, what makes you think you can't reach higher RoF with autoloaders?
I love hollowpoint frags (I tend to use 90degree frags) mixed with some disruptors to deal with shields. (The disruptors need a little more gunpowder to reach the same speed as other shells.)
You can use smoke shells if laser defenses are causing you problems, but with that few autoloaders I would not bother with them.
Also at ~150m sabot spam cannons work too: sabot head, half/half sabot/solid AP body, lots of gunpowder. I think a 14 component shell (with bse bleeder) would be best with ~8 gunpowder, but I can't remember off the top of my head. It should be easy to play around a figure it out though.