Keep in mind, XIV Enforcer have a few more OP available than basic Enforcers, and I happened to have the blueprint to mass print them in that particular save file. I admit I have a bit of hesitancy to put s-mods on plain Enforcers given there's a skin that is literally the same ship but simply better. However early game if it is all I've got, I'll spend a few story points on maybe two or three ships I don't plan on keeping. Depends on what the final fleet is going to look like.
The officerless Enforcers were 3x Arbalest, 2x Flak Cannon, 4x Harpoon MRM, 1x Xyphos, Expanded Missile Racks (S), Heavy Armor (S), Converted Hangar, 20 vents, 2 caps.
Officered Enforcers had Ordnance Expert for more flux, and ran 2x Hypervelocity Drivers, 1x Heavy Mauler, 2x Flak Cannon, 2x Sabot SRM, 2x Harpoon MRM, Expanded Missile Racks (S), Heavy Armor (S), Converted Hangar, Resistant Flux Conduits, and 2 Vents. The OE skill meant they had more flux dissipation and flux capacity than the unofficered ones despite only having 2 vents. Other good skills include impact mitigation, polarized armor, missile specialization, combat endurance, gunnery implants or ballistic mastery.
Essentially, it has flux free weapons (Xyphos ion beams, 24 Harpoons or 18 sabots/18 Harpoons), flux free health (1300 armor, 6000 hull), and interlocking PD (Xyphos shoot over allies, flak are AoE PD which don't do much to their allies since their frag damage, and have a good chance of hitting on a deflection shot). Once you start to hit a critical mass of them in an area, they're very good at backing off while allies and fighters shoot down any incoming finisher missiles. This fleet was put together with Dorito fighters in mind, so perhaps has a bit too much PD for many other fleets.