Ok, I did a building session from the missions for the Falcon (so no skills/S mods) and in terms of using burst PD as anti-armor/hull zappers, the best build for the Falcon I found was:
Heavy Mortar+Heavy needler in a linked group (important), 2x IR pulse (front), 2x Heavy burst pd laser, 2x Reaper, 2x pd laser (rear). ITU, 14 caps, 30 vents. Adding advanced turret gyros (and setting it to 10 caps 28 vents) works slightly better in many cases, with the improved turret performance making up for flux stats vs missiles and fighters, and a small disadvantage vs heavier ships for fighting flux wars.
For testing this build, the scenarios I ran it up against were:
The Broadsword Condor and the Piranha Condor, for constant pressure testing. Solo Hammerhead, Enforcer, Medusa, for bullying testing (Falcon should and does win decisively), Double hammerhead for testing against ranged/double teaming (usually wins, but an eliminate order to keep it focused helps a ton), Aurora (Falcon loses, but slowly). I usually put the full assault order on to simulate having a proper personality.
The main reason for not having 4x burst pd (or 2x burst 2x heavy) in the build is for sustained anti-fighter/missile DPS as revealed by the double condor test: while at 70% CR the ir pulse have some problems their double DPS makes up for it, and at 100% CR they hit much more reliably. Under AI control this build takes bomb hits on bad runs (or a whole lot of machine gun damage t0 armor), but reliably wins. However, this testing showed something I've been growing to appreciate: new pilums are good at pressure, their EMP arcs are nasty, their high hitpoints let them saturate PD, and vs hull they do good damage. The main reason many Falcons lose vs the double Condors is the Pilums following up the machine gun fire, both for damage and just for getting flamed out through the shields in the path of a bomb wave. Another configuration I tried (2x small burst pd, 2x pulse lasers) simply didn't have the PD power to stop them well enough, especially with flares neutering the burst pd's alpha strike.
I found that IPDAI IR pulse lasers, without skills, do not do well enough vs missiles to justify their use. Their sustained DPS is nice, but they lack the accuracy to hit Pilums or Harpoons with consistency even at 100% CR: 4 of them was enough to usually stop most, but they were also sucking down huge amounts of flux with all their wasted shots. For the build that worked best, IPDAI was detrimental because it made the IR pulses shoot at missiles and miss, while they could instead be shooting at fighters and be hitting.
Including the heavy mortar was a bit of a surprise, but I found that after I added the IR pulses as anti-fighter DPS, they started helping quite a lot against shields (with a proper personality that closes with the enemy) and I didn't need both HACs to win a flux war. The 2heavy burst pd were doing decent armor zapping, but they only have 150 dps between them. Swapping in a heavy mortar added a lot of anti armor/hull DPS and with the guns being lowered to 700 range anyways and the saved OP, swapping to a heavy needler from a HAC was natural.
[Edit] Regarding personalities: I consider Steady AI to be very cautious and only acceptable for kiting ships. Sometimes that is an acceptable officer if I have a specific artillery ship in mind (like a sunder), but in general I will only employ aggressive and reckless officers, and my AI doctrine is set to 1 below maximum.