Oh, you link the lance and lasers, or at least have neither on autofire. I just link the lot of them, since tap fire on the HILs takes very little flux and they don't have a cooldown more or less period. Hypervelocity drivers are what you have on auto, stuck in those two universals. They'll build up hard flux on basically anything (up to and including stuff like other paragons, iirc... though maybe not something with that hard flux dissipation skill), and at range, at which point you swing around and lance it. Also seem to screw with the AI a bit, cause them to drop shields at odd times... and with the lasers or lances, it doesn't exactly take a lot of travel time to get some hits in. One of the other nice things about the lance is that you both don't really need a sustained hit, and can hit the shield instead of the actual ship, to get good use from it. Means it's actually decent for one of the front slots, since raking fire does well enough.
Use so far has been just the one, on one of those front mounts. Don't auto it, but do fire pretty much whenever something's in front of the ship. Low chance isn't no chance, and all that, and when the rest of your layout besides the drivers (which aren't really all that flux heavy in practice, themselves) is entirely PD lasers with some ion cannons thrown in for flavor, you've by and large the flux to spare for spam. On a max vent paragon, anyway, heh.
E: Huh. Neat. Apparently if you roll up on a dormant fleet that's been sitting inside a corona, they'll have lowered CR. If you jump one that's been idling inside a solar flare, they'll start the fight with a CR of zero. Ganking a drone fleet in the middle of a solar flare may be the most metal thing I've done in this game, so far. The things are surprisingly feisty for flatlined ships, too.