The Enforcer is a wonderfully forgiving ship which is essentially a ball of armour with excellent weapon coverage and a great big panic button.
There are lots of ways of equipping one, and which one works best for you depends on your preferences.
It would definitely help if you could tell us the exact loadout you're using, and how you're struggling when you fly it.
Until then....
The way I like to have them is:
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Missiles - All explosive, and all homing so I can use them without having to point my nose anywhere specific. All the same type usually set to control group #1 and alternating fire.
Harpoons are the go-to choice for me, but swarmers can work as well if you like close range fighting.
Central gun mount - An explosive weapon with range 600 or more set to control group #2 and automated.
A Mauler is the preferred choice here, but if you're stuck and can't find one a Light Assault Gun will work.
Forward left/right gun mounts - Kinetic weapons with the best range you can find. Lots of choice here....
High Velocity Drivers and Heavy Needlers are the preferred option, Heavy Autocannons are pretty good, but Arbalests are fairly mediocre.
Both in control group #3, automated and linked.
Flank guns - Point defence weapons. These are the only gun mounts you have that cover the whole of your ship so putting PD weapons in them gives you a bubble of protection against missiles etc.
Dual Flak is the best, normal Flak is perfectly fine, and Heavy Machine Guns are okay (but they're much better at something else).
Both in control group #4, automated and linked.
With all these guns don't worry about putting a small gun in a medium mount if it does what you want it to do, or you want to spend points on mounting a specific expensive weapon / hull mod.
This ship wants to be flown at a range from enemies. Let your kinetics batter down thier shields and use your missiles to finish them when they overload / vent.
Burn drive lets you close in to range or escape from being overwhelmed.
The hull mods I like to use are: Expanded Missle Racks, Stabilised Shields, Blast Doors, Integrated Targetting Unit.
Put 2 points into capacitors, then fill up on as many vents as you can. Any left over points put into capacitors.
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The other way of doing it builds your ship around a specific hull mod - Saftey Override.
This makes your ship fast but very time and range limited.
All the missiles are explosive again and are the only thing on this ship not affected by the range limits of SO.
Virtually anything will work here due to the very short ranges you'll be fighting at.
The centre gun is explosive again, but this time we can use the Chaingun. Both because the short range doesn't bother us now, and the double vents from SO lets us cool it properly.
The left & right forward guns want to be Heavy Machine Guns. Again the range doesn't bother us here, and the HMG is brutal close in against anything.
Even small guns work pretty well, Autocannons and even dinky little Machine Guns are decent at taking down shields.
If you're totally stuck by availability even the Arbalest can do okay as the short range we'll be fighting at makes the slow projectiles not matter nearly as much.
The flank guns are the same as previously, but with an added choice.
Flak guns give you better protection from missiles, but an extra set of HMGs gives you more punch against ships.
For ultimate dakka put HMGs in all 5 slots.
Hull mods: Safety Overrides, Blast Doors, Hardened Subsystems. Unstable Injector is fun but not nescessary.
With the SO hull mod, vents count double so maxing them out isn't as important (but still a good thing to do), so try an even split between capacitors and vents and adjust for your play style.
This ship wants to be flown right into the enemies face, where it will then proceed to erase said face.
Ya see this thing? This thing has nearly 10,000 hull and over 1100 armor - and its a destroyer! Look at those two Dual Flaks - NO missiles are going to hit this thing.
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(http://i.imgur.com/To7dC9z.png)
Enforcers are love, Enforcers are life!