Both builds appear to be quasi-missile boats and heavily rely on their triple Sabot Pods, Hurricane launchers, and EMRs. Nearly no guns in the small slots.
The twin Autopulse build doesn't even have vents, which makes me irrationally sad.
I wouldn't be sad considering the base Odissey dissipation is high enough to reasonably field them anyway if you've invested in flux capacity instead. The ship will comfortably be able to take the flux generated by both Autopulses dumping their while 45 shot clips due to its amazing flux capacity and steadily dissipate it once they're empty or the ship itself backs off to vent, also allowing the missile weapons to be ready again when it goes back on the offensive.
That's not really surprising, it's well known Autopulses aren't great vs armour. This is why most builds either have HIL or a Tach lance, or just good ol' double Plasma. Honestly with that build, I'd scrap the Hurricane and get some torpedoes, and might even swap out that back Sabot for a Harpoon pod.
As for relying on missiles, yeah. That's what capitals with 3 medium and one large missile slot usually boil down to. I don't really consider it as a malus considering the ship will have 12 6-sabot salvos and 20 Hurricane MIRV salvos and they're going to take quite a while to run out. The second version even has twin longbow wings to keep spamming sabots even after the ones on the pods run out.
Regarding Autopulse Lasers:
First: any Starsector player worth their salt uses Autopulses in combination with Extended magazines.
Second: The role of autopulses on a very missile/fighter heavy Odissey is to fill those two large energy slots with the cheapest, most efficient weapon that also generates hard flux. They're just a bonus, which is why the AI is so good at using the ship since it can just spam all weapons as soon as they're in range of the enemy and basically get the same result as a more tactical approach in the long run would.
Litterally all of the weapons on the ship actually work just fine by themselves (sabots are actually surprisingly high damaging against low-medium armor ships, even after the well deserved nerfs they got) and having a ship able to fit and use all of them at once makes for a devastatingly effective asset.
Third:Autopulses are not only cheap and flux efficent, they also double as a pretty nifty anti-fighter weapon to make up for the lack of dedicated point defence on the ship. Installing either HIL or Tach lances implies heavily investing in both vents and considerably more ordinance points to even install them on the ship, not to mention install PD to not leave the ship naked against fighters. Then there's also the additional problem of both HIL and Tach lance being nearly useless (against big targets) when the sabots run out since they don't generate hard flux and take they sweet old time against shielded targets.
I do not comprehend why anyone would axe a Hurricane Mirv out of a ship that's capable of fielding it alongside Expanded Missile Racks(unless it's for a Squall MLRS on some ships or peculiar cases like the Gryphon). It's probably the best anti-armor weapon in Vanilla Starsector, not to mention its damage potential AND ammo capacity makes it a more than competent pressure tool and hull deleter.