OK, here's the results of some old cloaking research:
750 000 e/sec is the "sweet spot" for a single-core cloaking ship (titan cloaks require extensive power-balancing and docked reactors....whose beams are visible while "cloaked" making them not-so-viable)
750 000 / 150 = 5 000 block ship permacloaker
~1500-1800 of which is used to generate that power(depending on size, number of BoxDim),
~additional 100-500 thrusters,
~100-200 sheilds, regen
~= 1700-2500 blocks CORE systems results in around 2.5 k blocks that CAN be spent on weapons
Best weapons outfit is generally missile/pulse/effect, balanced out so DPP = power storage cap. slightly lesser viability is available for beams/pulse and cannon/pulse, as a cloaking generally wants to alphastrike out of cloak and recloak/recharge/rearm while behind the safety of invisibility.
edit: Conclusion: Cloaking heavy fighters are viable for hit-and-run, but will ALWAYS look like a pinwheel.
Support role weaponry that would be viable: Damage pulse/pulse, pushpulse/pulse, deactivate enemies hit with them's systems. You could conceivably use this to "turn off" the defensive effects of a ship in combat. (no more armored sheilds, no more bonus hull armor, etc)