I'd say for a standard (not XIV) there are two ways to go:
Siege/Support: two Gauss's, bombers wings, and a targeting core. I dislike Pilums extremely, so would recommend a few flaks and a few torpedo launchers. Ideal use for this build is to engage targets at extreme range, keeping their flux high while bombers do their work, venting as needed to support the twin gauss's. Torpedoes are for any cheeky destroyers/cruisers that try to get too close. Ideal officer has all carrier, gunnery implants, ordinance expertise, target analysis. Last skill is up in the air, lots are good.
Brawling: two Mark IX's, or a devastator or even 2, 5 medium missiles, and extended missile racks (and a targeting core). If using devastators go 4 broadswords - else half broadsword half warthog is deadly. Keep the fighters close! (AI will probably not do this, which is a pity). If you find yourself short on OP, Talons can work as well but are a bit weak. The missiles are the key way to get kills. Harpoons can work well on cruisers/destroyers - for capitals a sudden barrage of 5 Reapers or a stream of 5 annihilators will mess *** up. Bonus points for firing your missiles while your broadsword's flares confuse enemy PD! Sabots are good but probably not a good choice - large ships can shoot them down on approach and broadswords are excellent at shield pressure. Missile skill is essential for this build (and ordinance expertise/targeting analysis and carrier skills...).