Since the Redacted are so aggressive, having two range-bands of kinetics can be very good. From what I've seen, they will charge into your short-range kinetics, get high on flux, and then can't get themselves unstuck without dropping shields because they can't afford to take the longer-range kinetics on the shields. Then your 1000 range HE and frag get a field day because that ship still can't drop shields until they're out of range of everything because of the HVDs.
Admittedly, two range bands is more of a coincidence in my case. I would be happy with Autocannons in the hybrid slots, if it weren't for their poor range and accuracy (ok, it would still be two range bands, but you know what I mean).
The engagement plan is in fact rather crude and doesn't rely that much on specific weapon ranges: Remnant charges in range of all kinetics, looses shields and is cut down by the beams. Ideally the enemy dies before it has time to react and retreat. We don't have time for chases or repeatedly depleting shields on the same ship. HVD range comes in play mostly when some cowardly Remnant feels like kiting.
And Scintilla spam, but everybody seems to avoid fleets with too many of those 
The little buggers are happy to play keepaway until their CR is gone, chasing a bunch of them blocking bigger enemies spawning is the hardest part of these PPT-focused battles.
Don't pick fights, you need to be able to deal with everything the Remnants throw at you. As for Scintillas, I had the same problem. They were
so annoying and could completely disrupt the battle progress. Now I barely notice them. What changed is my frigate control - I have two control groups of 3 LP Brawlers. Each group stays together and gets one Eliminate order. It's sooo easy to gun down Scintillas with those two Brawler squads it's almost sad. The second, funny thing is my current Executor setup is actually faster than Scintilla!
The shorter range kinetics in hardpoints and HVD in hybrid turrets is very workable. I originally ended up switching to 5 x HVD because I was having trouble killing Apexes though since those can maintain their distance pretty well if it's just a capital chasing. I wonder if these builds have issues with Apexes?
As Draba said, Apex Wall is by far the easiest and fastest part of Ordo fight. I let my Execs loose when fighting Apexes, no Defend or waypoint order. Execs effectively follow the Apex wall and usually concentrate fire in pairs on a single Apex. There is no chasing - Apex loses shields and pops in about 3 or 4 seconds under 4 or even 6 HILs. If one manages to retreat though (especially a SO one), let it go. It'll get back on its own, and with already weakened hull, will pop in 1 second instead of 3.