Currently: - 2 Mk IXs, 1 heavy mauler (other medium is a flak), bunch of vulcans and machine guns, missiles. ITU, hardened shields, built in Heavy Armor and Expanded Racks, vents and caps. I don't have the tech skills currently that boost flux stats/max vents or give a 3rd built in hullmod yet, but I'm planning on it later. I'm considering giving something up to put on automated repair unit, not entirely sure.
The mismatched mauler flak pair is weird because I'm scrounging for weapons and didn't have another mauler (might not have gone mk IX if I had other guns available), but it works well enough. Really its just that the new Mk IX's plus an officer with elite gunnery implants is 700 DPS of accurate long ranged kinetic, and 1900 armor + an armor skill (giving up long ranged 30% damage hurts, but thats what this officer came with) means its a darn good tank for when a capital ship starts to wail on it. Right now its sitting on .57 shields and 14k capacity (which I could boost a little bit with skills or dropping some of the side pd mounts), so its not like the shield is bad, its just not up to high tech standards.
I don't think this is necessarily the "best" build, but its a reasonably cheap brick that hoses down enemy shields and has 15x3 linked Reapers in it (or 3x some other missile, but I happened to have reapers). I assign a lasher to escort it because they are cheap (4dp each) and because I was feeling thematic. It does pretty well protecting its rear: its not like its a very powerful frigate, but just something being there stops enemies from getting a clean attack run in. My other heavy cruiser is a Champion with a Tach lance and I have a HIL Sunder, so the long ranged kinetics from the Dominator are really needed for anti-shield damage.