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I'd really recommend you to use beam arrays instead of cannons. This way you can broadside enemy ships. Main reason: the turn rate of cruisers is really bad. So instead of triying to get the enemy in front of the ship you try to broadside them which is easier with the lower turn rates of cruisers.
Also With cannons you have to be nearer to the target to cause effective damage (3 k) - energy weapons lose efficiency with increasing distance. Beam weapons are more forgiving in this regard - up to 5 k distance is still efficient.
However if you still want to use Heavy cannons then use turrets. Cannon abilities like scatter volley also apply to turrets.
Regarding Torpedos: I rarely use torpedos but photon torpedos have the shortest cooldown/fire faster. In general Torpedos are only effective once you got rid of enemy shields.
Here is a video for an example build for a dps engineer: https://youtu.be/8vCvhidE_5o
Although he uses a Federation ship - sam principle applies for klingons.
For example the solanae set : http://sto.gamepedia.com/Solanae_Hybrid_Technologies
It has structural integrity leech when you have three pieces of the set. you can get it by replaying the mission A step between stars.
With the mission "sphere of influence" you can get an omni anti proton beam array and a warp core. If you have both you do 10 % increased damage with antiproton weapons.
http://sto.gamepedia.com/Ancient_Obelisk_Technology_Set
I use both with new characters.
For my KDF on the Scimitar Fore Weapons I have x4 Disruptor Dual Heavy Cannons & x1 Disruptor Quad Cannon, on the Aft Weapons I use x3 Disruptor Turrets.
Some time ago I was searching for actual numbers. Best answer I got was from the following link. Unfortunately he did not described how he set up the target otherwise I would have tested it myself. I have to note that the numbers are from 2010 so I can't say wether the they still apply to the game.
https://theenginescannaetakeit.wordpress.com/articles-3/weapon-ranges/