Mid-game average fleet.Wolves are obvious choices for this one. Cheap, fast and can focus all of their weapons to the front. Their jobs is to slowly grind down their targets while keeping them at a safe distance.
A standard beam-Wolf. Missiles can be changed depending on your needs. Salamanders gives you good crowd control. Swarmers allow for constant HE spam. Harpoons are reliable finishers. Torpedoes when you really need some burst damage (and you'll need it later). Only a few missiles i think, doesn't really work well work this fleet. Sabots, as you "should" have more than enough Graviton beams to melt any shields anyway. Annihilators, as a friendly fire prone weapon doesn't pair well with ships with a front shield emitter.
You don't want to be picky during early-game, pirate wolves and pretty much anything that flies is good, as long as it helps achieving number superiority and some early beam critical mass. No need to religiously stick to beams though, strap in there a few autocannons or so if you need to. Strength in number first.
Now things are getting interesting.Same idea as the beam-Wolf, but upsized. And because it is a destroyer, you can now use the converted hangar hullmod to add in there a Xyphos. Why a Xyphos? Well, for 25 OPs, you get two hard to kill fighters, two flux-free Ion beams and two Burst PDs. Two actual Ion Beams would cost 24 OPs and 400 flux/second. Oh and also, because Xyphos are fighters, they can fire over allied ships, which is really big deal when your fleet start to reach a sizeable size. Again, the Ship loadout can be tweaked depending on you needs.
If you include mods, the Beholder is a prime candidat for a beam fleet.Less mobile than the Medusa, the Beholder offers much better offensive capabilities, thanks to its 4 tactical laser drones, which bring it to a total of 8 TacLasers. You'll reach critical mass in no time with those guys. Just like fighters, drones can also fire over friendly ships.
A possible alternative.Unlike the other ships that provide some proper beam spam, the Sunder is more about raw power. Where the rest of the fleet might struggle to drill through armor, having one or two HIL can be useful. I went with Salamanders here, but just like with Wolves, use what you need.