Got the Shrike fixed; I'd forgotten to change the Hull Mods when I changed their primary focus
Atropos: the big issue here is that it's a long-range annoyance missile that never ever ever runs out of ammo and can put out a heck of a lot of spam over time.
As a missile, it sucks.
As something that eats up PD ammo and pursues fighters and occasionally kills a Drone or three, it's fairly useful.
Its flux cost is high to make it less attractive in general; while it may (eventually) kill things, it won't ever kill them
efficiently.
However, if you get target lock and you're using a fast Frigate, you can kite things forever with it. Even Onslaughts eventually run out of PD ammo, so it's kind of a neat weapon that way, but it's hard to balance just right.
I've thought about doubling the damage and halving the rate of fire, though; then it'd be a vaguely-effective weapon per shot, be more Flux-efficient, but not be so spammy. Might make it into too-good of a kiting device, though. Like I said- hard to balance something like this, where its primary use is to kite big things from outside ranges where they can effectively respond.
Anyhow, finally put in the Magister, which is a missile-boat Destroyer with a fixed-forward light gun and a couple of Small turret points for PD.