Love the aesthetics, but that's not really my thing, so review is going to be on the ship's systems.
Conducted 4 ship vs ship fights, 2 vs
https://starmadedock.net/content/lrsf-1-orion.6268/ (4300 mass fast attack craft), 1 vs
https://starmadedock.net/content/chronos-ftl-180k.5828/ (12000 mass combat ship) and 1 vs
https://starmadedock.net/content/rai-arbalest.5824/ (12000 mass combat ship), unfortunately it lost all fights due to a few extreme flaws in design, most glaringly:
Critical flaw #1: Missile ship with no chaff
At long range this ship wont be able to overwhelm a single AMS turret, and against multiples it can't do anything at all. We never succeeded in landing a single missile across all 4 battles and eventually just gave up and stuck to guns and beams.
While this is the most serious problem, its also the easiest fix; just add a few mis/can turrets or mis/can in the hull controlled via logic and your ship will a lot scarier.
This is hands down the biggest issue with the ship, i kept a 4 star rating (would be 5 but its in pvp so im weighing combat performance a lot heavier)
Critical flaw #2 : Too Slow Scanner
A missile ship with a scanner that takes over a minute to charge can't utilize it's main weapons for most of the fight. This might be acceptable in a 3 ship group, but if one or more of the ships go down the ships can't do much. Cut shields, cut thrust, cut anything at all, you cant go several minutes without your main weapon functional!
Critical flaw #3 : No backup cameras
This ship has abysmal shielding and only 1 camera in an extremely exposed location. The camera was shot out by both chronos and arbalest within seconds of losing shields, making it extremely hard to return fire.
These three flaws prevents your ship from functioning in its intended role; it can't target effectively without scanning or cameras, and can't overwhelm point defense with zero chaff.
Aside from these, the ship has some less severe issues that impede it's performance in combat. These aren't dealbreakers but might be worth looking into:
Secondary weapons don't synergize with main weapon:
Switching to the other weapons loses lock for your missiles and limits their firing speed. On top of that your cannon + beam setup uses as much mass as your missiles, leaving a large portion of your ship as dead mass. It's pretty clear what the idea behind the ion beam is, but the cannon doesn't seem like a good addition. Like i said, switching to it means losing lock for missiles, and you need to keep it selected during combat to use it. In tests it managed to shoot a pair of turrets of Orion, but struggled to deal any significant damage through docked hull, and was unable to beat shield regen on both chronos and arbalest, so what is it supposed to shoot at? The ship is not agile enough for a front gun to shoot at fighters, and it really doesn't need it since the turrets are perfectly fine for that.
The beam weapon is also suspect for this. It might just be personal preference but i think your ship would do much better if you cut out both beams and cannons and raised your missile groups from 2 to 6. The faster you can fire missiles the less stress you place on your power systems = less space spent on power capacitors = more space for good stuff like shields and thrust.
Another trick for getting smoother power curves with missiles is to simply reduce slave percentage from 100% to 50%. That will give you 30 second cooldown missiles that are slightly slower but still fast enough to catch the fastest ships and with enough range that they can't escape.
Weapon damage inappropriate for hull destruction
This is another general issue that isn't ship breaking, but isn't that hard to fix and will greatly improve your ship. Your cannon, beam turrets and missiles are all very poorly proportioned in terms of damage; the cannon being waffled adds 40% power cost to firing it without much benefit and could avoid being waffled at all, while the beam turrets i believe are !40.000! damage per tick; 10x higher than what they ought to be. This renders them almost completely unable to inflict meaningful hull damage, not a good thing when trying to fend of fighters. Turrets managed to poke holes in orion, but because they aren't waffled it made zero difference.
I would recommend keeping the beam/beam/ovd setup, but switching to 45 blocks per output instead of 420... Another trick that would really help them is to stagger their slave effects, like 15/15/15 for 1 output, 16/15/16 for the next, 17/16/17 for the third, 18/17/18 etc.
This gives each output slightly different delay between shots, making them spread their damage over multiple blocks since accuracy is redone per tick; you'll get good penetration even against fighters.
This is also an issue with your missiles; 250k damage on lock on with punch-through is overkill; 100k will get you maximum destruction against system blocks. Consider more missiles with less delay or switching to explosive effect for larger radius.
No overdrive effect
Long range ships really like staying at long range, go figure. No overdrive means others can easily catch you and ruin your evening with lots of guns, giving up your range advantage. If you're cut some of the secondary weapons you should be able to fit some overdrive instead.
Long range ship with bad regen
At long range shield regen is your best friend. Accuracy is much lower so its easier to recover HP and out regen incoming DPS.
Lastly, you might want to consider a docked hull. Since your armor takes up so much of your ships weight it restricts you a lot in terms of support effects and scanners. Moving them to a seperate entity would allow you to fix scanner and overdrive issues very quickly. Docked hulls are terrible though, and i think some servers don't allow it so im just mentioning it as an option, and your ship should be ok without it.
But don't take all that to mean your ship is all bad, it's impressively durable and remained able to fight in all 4 battles despite severe damage. It has solid turret size and turret layout and good thrust to mass ratio. Just get some chaff on it and it'll be a perfectly solid PvP ship!