Originally I thought I would go with beams. But then I thought about how I want to fly this ship, using it's insane speed, and how beams, or any lasers would have poor synergy due to the early falloff. In order to keep hitting those insane speeds I have to lightweight the weapons, so no long range or similar mods. Short effective range combined with high closing speeds seemed a poor choice. So that got me thinking kinetic, since falloff is 1800m I think, with range of 4 km. I felt like it would be better suited to the build for that reason. I wish I had some lightweight beams to try out. It's enough mat gathering doing this build already.
Plus, using kinetic weapons has far less power and distributor draw. Can't use efficient for lasers (to keep power and distributor low) because of mass and keep the high speed. Lower heat, more pip flexibility, and the knock on effect of having more for the rest of the ship like boosters or lower power plant requirement.
If frags are effective against shields it will be OK. Most of the builds I've seen using frags choose Oversized, and you did too Wingy. That means about +4 DPS which is more, but not that much really. But probably the best considering the other choices. Experimental effects are not too costly mats wise, but ya gotta fly to the #%&*$# engineer base. If not for that I could easily experiment. Fixed frags yield an additional 30 DPS which is significant, but the slow shot speed and this ship's high speed make me think I need to go gimballed. I have to unlock the G5 frag dude first anyway. I'm going to log in and work on it some more, maybe get the rares I need to unlock him while I am at it. I need to do the armor, HRPs, shield boosters and the final hardpoint before I will fight with it.
How many 3-shot mags before you need to make more?