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You'll obviously want one weapon that excels at dealing with shields, and one weapon that excels at dealing with hulls. Or, double mount a weapon that can do both like the railgun, assuming you are comfortable with manual aiming.
Is this PVE or PVP? A simple Pulse laser/Multigun combo will do fine for PVE, you'll need something more elaborate for PVP.
That'll let you stay in combat until you either explode or need to use the restroom.
(this is on top of all the usual upgrades you need for combat ships in general)
What I wouldn't recommend are Pulse Lasers or Rapid Fire. I experimented with Rapid Fire a couple of weeks ago and was very disappointed. I had a feeling it would work badly, and I was still left feeling underwhelmed. IMHO a Beam Laser with Efficient and Thermal Vent is a better choice, especially for the cooling advantages.
Defensively I run 4 Shield Boosters with a mixture of resist boosts and Reinforced 5 + Quick Charge Bi-Weave shield. My armour is Reactive-Surface with G5 Lightweight and a mix of MRPs and HRPs on the internal bays.
Really good at fighting, but two hard point's sucks, earn more money and get better ship :P.
Why are you running Shield Cell Banks and two Shield Boosters on a Hull-Tanked Vulture?
Vultures have enough firepower to kill the largest targets, you just have to apply it well. Large guns penetrate armour well, especially ballistics and beam lasers. Use that to your advantage; you won't batter down an Anaconda's hull but you can smash through it and burn out the Powerplant.
That's going to have really crappy DPS for a Vulture... Weak against Hulls... And all round pretty boring...
2 Large fixed pulse = 36.2 DPS.
! large gimballed beam + 1 large fixed frag cannon = 269.5 DPS (need to be up close to get the full effect, but that's where the Vulture's best anyway).
And the Vulture already has the best shields in it's class, no need for a load of boosters... Even a Biweave is enough for hazres/conflict zones...
You use it to loiter in an area until you get bored or explode, whichever comes first.
Multicannon with whatever mod, corrosive rounds (Gimbled, fixed if your good with it)
Go for manuverability and shield tanking. You can out manuver almost all ai's, a single chaff and enough mats for synthesis can keep you in a high cz for hours.
That's why I prefer frags (even regular frag, though the Enforcer is much better). you only need like 1 second to dump a fatal blast of host sticky hypervelocity lead in your target's face.