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Of course sometimes reactors are spread and its better to hit weapons anyway... its all depends on enemy loadout.
anotheg thing I want to mention is that when multiple enemies are attacking, often (especially in early sectors) its one primary ship with weaker escort(s). Frequently, escorts don't even have (decent) point defences. This allows to just send DYI fuelpack nuke there, pretty much eliminating escort instantly; fire actually deals decent damage against modules
In my previous experience, even just loading combat preset is detrimental, as energy hunger you mentionned (energy weapons + shields) means that I must have extra reactor for combat module-build - and I had it not installed in travel build...
now that I am more experienced I can tell that in that case, its better to have some of storages installed instead of weapons, which means you at least can call alarm while enemy is coming, then stop and change modules. Since energy weapons take time to pierce thru shields anyway, you won't lose much especially if weapons that stay are EMP rays that are supergood against shields anyway
Although, the farming modules go all the way up to 5 crew - you actually see quite a few rat ships with them but they seem to be very rare as loot. I prefer them to cryosleep since if you can get a positive income, you can safely sell more of your food to stations and almost all stations will buy it from you.
Also I recommend buying every drone you come across and can afford - almost all the drones are combat capable and sheer numbers will win boarding engagements. Spread them across your ship so theres always one to draw aggro. Plus no food upkeep.