I've been using pulse ships for a some time and satisfied of them. Only two things should be said:
1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.
2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.
Totally agree with that, Minister been based on Cathedral from S&W pack, but while Cathedral probably the strongest super capital i ever seen, this thing is abysmal...
Key difference is flux management. To make Cathedral GODLIKE all you need is install makeshift shield generators on each module. Something like this -
https://i.imgur.com/lLxw0lO.jpgWhat makes it so strong is fact what center piece have almost none weapon mounts and all of them are composites, so you can install rockets and forget about wasting flux on weapons at all. All flux goes to main shield and when it about to break you vent it while auxilary parts able to protect themselves using their own shields. You just need to minimize downtime of main shields and make sure what smaller shields are durable enough to sustain damage while you venting. It also allows you to move extremely fast for such beast - abusing 0-flux boost while keep yourself mostly protected from damage. This opens conquest-like playstyle of super kite-capitalship. Pretty hilarious for such enormous ship.
Minister been done completely opposite. It's shield modules are weaponless and very fragile capacity and armor vise, they not able to absorb any decent ammount of dps and fall apart after 1-2 overloads. At the same time all your weapon mounts concentrated under core control, so you have dilemma: shot or try to survive. No matter what you chose this gonna lead to rapid overload of main ship and auxulary shields aswell, leading to complete inability to fight against any decent capital-sized comlement to enemy's fleet. This thing can deal some significant damage, especially against Paragons (glad to minister shipsystem), but can hardly withstand against even minor focuse fire.
Solutions? Obviously it needs a buff. It's not even capital ship after all, it is super capital, the 5th class. But it just underperforming. I would prefer to use pair of Paragons as AI-controlled complementary to my main ship instead of Minister, because they literally almost immortal (very important to not lose your capital ships) and able to support me with 4 large energy mounts each. More ordnance points, better shield modules, maybe less small and medium mounts, but more large ones? Medium energy is just very poor choice for capital, even with mods there is none even half-decent ones. Also it would be nice to make mounts more standardized. I mean ffs minister had 16 universal mounts and... 3 small rockets? Why not just 19 small universals then? Why you force player to make 5th weapon group with, for example, 3 small reapers? It makes 0 sence.
p.s. by the way, ai just never uses quantum discharge, which is another nail to the minister's coffin.