Trying out the new update. Plan is to kit out a Wolf for bounty hunting, something I've never been good at before.
So far I have a pretty sick build (for a low level character at least). Haven't left the first system, but I looted something called an antimatter blaster off a pirate. Its a small energy weapon designed to damage capital ships(!) by doing 1400 damage per shot, at a relatively low energy cost. What I did was I put that on my forward facing medium energy slot, then put a tactical laser on my forward turret slot, and another tactical laser on my right slot. No other weapons, instead I modified the hull for armor and flux dissipation.
The idea is to get one or two hits in with the antimatter blaster, which will build up some hard flux on the enemy ship, or cripple it if it doesn't have shields. You'll take some shield damage, but that's ok, because what you do is you turn them off and you start orbiting the enemy ship clockwise. The tactical lasers are perfectly accurate and solidly long range, their main weakness is pathetic damage. But since the enemy shields are up and yours aren't, and the ship dissipates flux faster than the tactical lasers use it, you can passively vent all of your heat off while the enemy will be forced to keep shielding. Since you're not facing the enemy ship, you can use your thrusters and teleport to dodge very effectively. Once your flux is back down low, go in and hit them with the blaster again.
So far its done solidly in simulations, but to take on a larger class of ship I think I need to find some nice, low cost missiles. It absolutely laughs at (D) class raider ships. On my way to hyperspace to find some new missile launchers, I was jumped by a Hammerhead (D), Kite (D), and two Cerebus (D)s. Messed up a little with my teleports (its so weird how it turns you towards the enemy) and took 75% hull damage, but nonetheless managed to take out the kite and both cerebuses. Had to run from the Hammerhead because I couldn't plausibly kill it.