What I would like to see, though, is better endurance from harpoon pods. Three shots is just... well. That's what you get for spending a small slot on harpoons. I actually liked harpoon pods better at two missiles per salvo. If they're not going to go back to that... give them a few more missiles, please? >.>
They can get what, up to 24 more missiles per pod?

I don't think Sabot is necessarily mega OP or anything. It's just the default choice because it's always useful and "always works"
I think that's pretty fair.
I wouldn't mind the trade of Harpoon pods having a smaller throw (three missiles per volley instead of four) in exchange for a significantly deeper magazine. Would make them last longer while also being less 'force-feed an overloaded target 12 Harpoons at once and make it explode'.
A possibility, though it seems like a solid missile choice already, so I'm not sure it's something I want to mess with, at least not without a lot of testing.
Operations center kite is on the menu, boys!
(Every time I hear "X is back on the menu", I wonder what kind of society the Uruk-Hai had that made this a common turn of phrase among them. Do they have sit-down restaurants? Like... "yes, sparkling water, please, and I'll have the Leg of Guy-I-Killed-the-Other-Day... but I digress.)
Yes, *thumbs up* on the OC Kite

Sorry about the wall of text, it swear it didn't appear as long when I wrote it.
No worries

I currently use IM, DC, and armored mounts (along with solar shielding), so I'm trying to keep the guns firing with the tools that are available. My experience has not been the same as what you are describing, and I do find it's difficult to keep the mounts working well (in particular the missiles which often have only a limited time to use). I appreciate you trying it out.
To be clear on the close range weakness, my issue isn't that close-range flanking won't be painful...it is and that feels fair. It's that the fixed nature of the weapons really limits the damage you can deal back in those cases. That's true even if you have a partner to avoid flanking; if your target moves laterally at close range, it will really reduce your effectiveness. The best counterexample is the Legion XIV, which I found to be surprisingly strong in my LT fleet. With 5 turreted heavy needlers and two hurricanes, it can flux out attackers from a number of angles and then pursue them with missiles, all while being slower than the Dom.
Related to the various comments on Radiants and close attackers, I think you are hinting at what I see as the Dom's identity crisis. Against those end-game enemies, what is it supposed to be good at? Not really tackling a Radiant when it is the target, and not attacking faster-moving enemies that close distance. I find it's just got a small list of cases where it works well against Redacted. It's a shame, as it's a pretty decent ship against non-Redacted fleets that respect range a little more, but struggles with the transition to the major leagues.
The missile mounts, yeah, they can be tough to keep online. But again, if it's facing down a Radiant, that's a big ask. If it's able to just tank it for long enough to create openings for other ships, it's already doing more than many cruisers are capable of.
I also hesitate to use Redacted as the ultimate measuring stick long term; as you say they have some specific behaviors that might not carry over to every endgame threat (or, indeed, to high-level bounties, which can be pretty close to on par with them.)
I'll go with this video, wherein a player easily takes the Tesseract fight in a pure Low Tech fleet with mass Sabots and a few complimentary Harpoons:
e.g. you can see off screen that three Enforcers and a Mora wipe the strongest ship in the game effortlessly. This course of events pretty much generalizes to any encounter in the game. Tesseracts aren't the tankiest ship around, but they aren't push-overs and they have built-in RFC so they're also far from the most vulnerable to Sabots. And you're not going to get comparable performance with any other missile + accompanying loadout.
Thank you, I appreciate it! It's unfortunate that the most interesting bit happened offscreen

The Tesseracts can be surprisingly easy to burst down, provided they overload at the wrong time (for them), and I've seen it happen in some kind of unexpected cases - but that's luck based, and not seeing this, it's impossible to say what happened there.
And as far as generalizing - quite seriously, does it? The Tesseracts are heavily outnumbered and can't use allies to back off and recover behind. They also have "fearless" AI and so get into more trouble trying to tank Sabots on shields while hanging around. It's really the perfect storm of being susceptible to Sabots. RFC probably doesn't matter too much here; the bigger problem is how much they shield-tank and what it does to their flux, I think.
I have a feeling that even just changing their personality to "steady" could cut down on the effectiveness of Sabots against them a lot.
And whether this really generalizes to a fight when this fleet is outnumbered - I'd imagine it *can* beat a high-level Ordo, probably without too much trouble, because it looks like a high-end fleet. But would it be a much harder - or at all harder - fight with the Sabots either partially or fully replaced by something else? That seems much harder to say. At least, it does not appear to be self-evident to me just from watching this video. And from experience, Harpoons and Reapers seem very, very good in vs-Ordo fights; the number of times that a Radiant - or even a Brilliant - has managed to back off after getting over-fluxed, for lack of finisher-type weapons... that seems to happen a lot.
That said, still, something for me to think about and keep an eye on, and I appreciate the video and the thoughts. While we're on the subject: any missiles that stand out as particularly
bad?
(This reminds me, I've been wanting to tweak the Tesseract fight. It's *supposed* to get harder once you destroy one of them, but that doesn't seem like it's holding up at all.)