So I did find a Tri-Tachyon Shipyard, and while I didn't find a Shade or Afflictor, I found a hyperion.
Compared to my previous Wolf there's a ridiculous difference, with my skills and hullmods factored it has 4000+ flux capacity and 500+ flux vent, 250+ speed, a 360 degree shield arc, and a teleport ability that lets me essentially ignore any ship with frontal shields. It can hold two pulse lasers compared to my Wolf's one, and it can fire long enough to kill a destroyer without needing to vent.
The biggest downside is the fact that its cargo capacity is 10 and it eats up supplies even when fully repaired; but that's easily mitigated by hauling around a single hound (75 cargo) and beating down pirates. I can easily destroy an entire pirate armada in a single run.
I considered the Hyperion. The multiple slots are nice, as are the raw numbers for flux and stuff. I was hesitant about the enormous upkeep cost though, mainly that it's what like 40% CR per deployment? With 30% reduction that's still 38% CR per deploy, so it ends up being bad for attrition fighting and having a long down time. But if you can take out fleets in one combat setting, then attrition doesn't come into play.
I personally just started carrying multiple Vigilance. I'll use them one after another, so they share CR degradation and I can take on larger fleets one after another. I just outfit them the same. Only problem is the non-prime ships start with 90% CR, where mine starts at 100%, and lose 7% per deploy, so I need to deploy mine twice before it's worthwhile to deploy a different one. I'm quite loving the ship though, 9 torps, a phase beam, and omni shield are brutal. It doesn't have the maneuverability of some other frigates, but the shields are tough and those torps means I can take down whole fleets in single engagements. Large cruisers might take 3 torps, and I'll need to reload, but against a lot of smaller (hound, cerberus, etc) I can just use the laser and keep the torps for the big targets.
I considered a Wolf, and equiping it with the guided torps, since there's a dual rack, which can enjoy the +75% ammo for 3 missiles, and then skill bump to 4 ammo, at 2,000 damage each (3,000 after skill). Compared to the unguided, there's 2 ammo at 4,000 each (6,000 after) so the damage rate is the same, but they're guided and hit in smaller punches, so you don't waste large torps against small targets. The problem is that an unguided single is 2 points, so dual wielding costs 4. The double guided racks cost 10, so 20 for dual + 5 for the missile ammo mod, 4 compared to 25 is a BIG difference in ordinance points.