XIV themed mid-game battlegroup (no legion nor onslaught yet). What's interesting here that funnily enough the most often used, most versatile and indispensable here turned out to be... Those 4 hegemony Kite's I'm using as screen for 4 wolfs or as fast picket ships chasing down vulnerable targets. That group is 8 fleet-slots combined but I don't see myself ever getting rid of them. Especially that Kite's are with reinforced bulkheads (+unstable injector and hardened subsystems) so I can loose them - no problem. I'll recover them after battle, if needed take out spare weapons from storage and keep on using them till I get back to core worlds to restore them to peak condition which is dirt cheap in comparison to other ships.
All my support ships ran on insulated engines and unstable injectors rather than with survey equipment (and hey, it's still absurdly easy to score a 1kk paycheck) while my combat ships - depends. All carriers do, some of the frigates. Almost all ships are on hardened subsystems and notably Kite's are with unstable injectors so they're reaching absurd speed's on full deployments (thanks to Cord.Man. skill). All destroyers and cruisers (with exception of the flagship Eagle) are also max armored to the point it amuses me to watch enforcers dueling multiple opponents up to the cruiser size (officers on them have all of the durability skills).
With sensory skills and just swapping few flux conduits for insulated engines I can actually S-burn 20 and have lower sensory profile than strength of my own ones lol (I do not however). I can even sneak with this thing so well that pirate frigates usually will end up in combat range despite trying E-burn to avoid.
Anyway, I think that so far I got a nice solid mix of ships to go by. Only downside - they eat a lot of fuel despite -25% skill to it's consumption
As for your vid. You need some practice, but perhaps putting on some sabot's instead of 2 reaper torpedoes would be better?
Edit: Och, but the ventures here are from Venture (A) mod, just fyi.