I have max Combat and Technology, and much OP to play with.
Large universal, Mjolnir. Compared to plasma cannon, it has more range, better efficiency, lower OP cost, and almost as much DPS (plus EMP). Great for all-around beatdown; decent, if not great, shield-cracker.
Medium univerals, Heavy Mauler. Long-range, good against armor and hull. Mjolnir and Light Needlers take care of shields.
Small univerals, Light Needler, for long-range.
Missiles, either Salamanders or Reapers. I do not remember which.
Energy slots, (Argus) Burst PDs for anti-missile.
Hullmods are Augmented Engines, Hardened Subsystems, Integrated Targeting Unit, and Resistant Flux Conduits.
Rest of the OP goes to vents, then capacitors.
I build many of my ships as long-range kiting machines, if possible. Asura is fast and can kite.
Now that ballistics are unlimited and beams got more range, I tend to go for brawl-and-kite loadouts on phase frigates. For example, Afflictor gets ACs and LAGs, Shade gets Light Needlers and Tactical Lasers. I treat phase cloak as imitation fortress shield. The problem with AM blasters is it is mostly a flagship configuration, and I prefer to use capitals or overpowered monsters like Hyperion. Asura qualifies as an overpowered monster, though not quite as much as Hyperion.