I like the Moa. I don't really wanna fly a missile boat.
Anyways I mostly know what spawns I can handle and/or warp out before I take structure. I did die once early on though.
My login name is TheKeeperOf, and my character name is Mathias Afrostian. I dunno what you need to send money.
I do know that Drake's are really popular but for some reason they don't intrigue me.
i felt the same when i tried a caldari alt, people always do missiles, it would be cool to have more rail action, i've never seen a rokh in lvl 4 missions anyways, maybe in anoms, but whatever, i used to do lvl 2s in a moa in a trial is good, i have an alt training for rails i think. so i can use a rokh.
now about your fit, you need to improve it. the cormorant is a very tight beast in terms of fitting. at the start you wont take most of its potential performance, but once you get better skills those free slots will feel with an increase in benefits.
i recommend you get a program called EFT, its like an offline version of the ship fitting menu, and you can test different fits for your ships. and then export them to the game as XML files (it even has a manager for that). now, EFT wont mean that you'll get the same results, but at least you can test fits to se how would be the performance of the ship even before actually testing it ingame.
i made a fit for you, i dont know much about caldari, but this should do the trick:
highslots:
150 mm prototype gauss gun x4
midslots:
experiental 1mn afterbuner
limited anointed EM ward field
limited thermic dissipation field I
lowslots:
insulated stabilizer array x2
rigs:
small processor overclocking unit I
small capacitor control circuit I x2
the 150 mm are the largest railguns you can get for a small ship, the EM ward field and the Thermal dissipator help to cover your shield resistances in EM and Thermal damage respectivately. the stabilizer arrays are magnetic stabilizer which are weapon upgrades for the hybrid turrets.
the processor overclocking rig helps to cover CPU but i think you must have enough skills so this isnt an issue, so in case you dont need it, you can use the rigslot for something related to shield recharge rate. or something. the cormorant doesnt have enough slots for a passive shield tanker, so you have to rely in having good resistances at least. 3 mid slots make it hard too. but anyways. the cap control circuit (or CCC in EVE slang) help to cover the lack of capacitor. at noob skills this means your ship will be shooting and using its modules in active for around 5 minutes, at good skills (lvl V in all) it becomes cap stable, so you can mess around with the rigs and change them to other rigs you would want to use.
notes about it, you dont have to have all the modules active at the time, you can just activate important modules when you need them, for example, if you swap the hardeners to:
midslots:
-small CL-5 shield overload
-limited adaptative invulnerability field
the first one is a shield booster, you can use it only when you need to recharge your shield, or when you're surrounded and need to GTFO without getting armor damage. the invulnerability field enhances the resistances of your shiled across all the fields this means an increase in thermal, em, explosive and kinetic. i would suggest to use the hardeners i posted in the fit, but that would mean that you have to rely in the normal recharge rate of the cormorant. but you'll have a longer capacitor time and the enemy will do less damage (in the case of fighting against enemies which do em and/or thermal damage since shields are good against explosive and kinetic by default).
the shield booster and the invul module gives you only 48 seconds of capacitor if you really need to activate them. the two hardeners give you shield resistances for more than 5 minutes. so you decide. but as i said, the bigger your skills get, the easier it becomes to fit your ship. once you get in better lvls you'll be able to make some use of those free highslots in the cormorant, be it adding more turrets or adding salvagers or whatever you want to do with them.
edit:
a noted also, if you want to keep advancing in hybrid weapons, you can crosstrain to gallente, EVE allows you to use all the ships in game as long as you have the skill requirements, so you can still use caldari and gallente ships, you could even mess around with amarr and minmatar hulls to test how would hybrids work there. gallente is the hybrid race, so they have some of the meanster blaster and railgun brawlers. as caldari are focused more in missiles. you're free to decide anyways. and well, caldari have good hybrid hulls. i dont remember if the navy and T2 versions have hybrid based hulls, so i can only cover T1 for that.