Ah, the Apogee. Here, I'll attach some of my favorites.
The first build is one you can use with no skill points spent at all; the heavy blasters are quite sufficient punch for munching pirate fleets, though large fleets can get a bit tricky if you really haven't spent any skill points yet. Missiles are mostly there to help break armor, or occasionally for sniping at Broadswords before they get too close.
The second, by contrast, is an example of an end-game build - by this point, you should have the +75% maneuverability perk, which is why I didn't bother with Auxiliary Thrusters hull mod. The plasma cannon is your go-to weapon, used against anything and everything, from fighters to enemy capital ships. Or you can just ignore fighters and let your beam turrets take them down. Or, if dealing with massed fighters... well, that's what the Proximity Charge Launcher is for.
In both cases, your general tactic is going to be launch drones (to holding formation), put up shields, and then just keep shields up as much as you can (occasionally you may have to back off and vent, but even sabot SRMs or a pile of bombs shouldn't pose too big a threat). The build with the Heavy Blasters will require you to occasionally turn the blasters off or hold fire while you dissipate soft flux; likewise, you may occasionally need to exercise some discretion in when you fire the plasma cannon.
The key skills for these builds are Helmsmanship and Power Grid Modulation - you want both at level 10, so you can keep full speed with shields up, and not have to lower shields to vent hard flux (though, with the level five perk from Power Grid Modulation, venting starts to get pretty safe - especially if you decide to add accelerated shields. I find it's usually not necessary, but it's still a decent option.)
Of secondary importance are, in no particular order, Ordnance Expertise level 5 (extra speed greatly improves accuracy, especially when firing the plasma cannon at extreme range), Ordnance Expertise level 10 (more ordnance points), Mechanical Engineering & Computer Systems (also more ordnance points), and Gunnery Implants 5 (more range! Because obviously you need more range. Plus the target leading bonus is really good if you're using heavy blasters.)
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