I've spent a rather silly amount of time the last few days trying out different scenarios and fittings for the Nova. I think I've come up with a fit and a method of using it that is extremely effective. Funny enough, it was the first one I thought of when I saw the ship. TL;DR - HSA Tach Nova is a giant Hyperion on crack that deletes Cruisers and Destroyers. I'll post some videos at the end if people like that sort of thing.
This is AI piloted as I don't really enjoy flying my own ships. It is, however, micromanaged pretty heavily via fleet commands, especially Eliminate orders.
The Hull Mod that really makes this possible is Operations Center for its recovery rate. This could probably be done without it but it would be a lot more tedious.
This of course is on a Flagship, not on the Nova. I've built a reasonably decent fleet around an Executor and an Astral, but that fleet isn't really important to the success of the Nova beyond just being able to handle its own while the Nova works.
Damage:Range doesn't matter very much due to Fearless AI and that the ship's system almost guarantees it will be sitting on other ship's shield. This takes full advantage of EWM's damage bonus and benefits from the ROF boost from S-modded AWM. It's also very flux efficient when applying its damage, allowing it to not be grossly punished for overextending. It has a spool up where it applies damage, and then a long cooldown where it can dissipate flux. Tachyon beams are excellent at disabling whatever they're shooting, as well as stripping armor. Phase Lances are the best medium beams for this as well. A case could probably be made for IR Autolance, but the loss of hard flux over Phase Lance on the shield doesn't feel worth it to me. Which by the way, I'm using the High Scatter Amplifier so everything is hard flux.
Mobility:The ship boasts 98 speed at 89% combat effectiveness (Hull Restoration skill gives 5% per S-Mod) BEFORE Nav Relay and any Command Points on the field. Add in Elite Helmsmanship and Impact Mitigation (100% Maneuver) and this ship is really fast and agile. That doesn't even include it's Nova Burst system which makes sure that anything trying to escape will be unable to do so. I opted to not get Systems Expertise as the AI gets a little more trigger happy than I want it to.
Support: Burst PD is super good at shooting down reapers. The range bonus from elite Point Defense is quite noticeable but hardly mandatory. That would be the 8th skill if the preference is to stay at 7 skills on the Alpha Core. Gorgon Pods are really strong against frigates. If using these, make sure they're linked so they all fire at once. Sabots are also a good option.
Hull Mods Thoughts:Extended Shields, Accelerated Shields, and Insulated Engine Assembly really smooth one of the biggest weaknesses the ship has: It's very exposed flanks. Having 210 shields is basically mandatory as far as I'm concerned. The other two just prevent a single frigate or fighters from disabling the ship.
S-Modding HSA probably isn't worth it at just 5% damage. The 5 OP feel more valuable to me personally. If it was 8-10% though...
While the Nova doesn't care /that/ much about range, some range helps it apply damage a bit sooner which is still good. HSA Tachs with (without) ITU are 960(600) and Phase Lances are 640(400). Of course Advanced Optics cannot be used with HSA.
[edit] Stabilized Shields is definitely a good choice on this ship with a base 400 Shield Flux/Sec. Definitely more efficient than 15 Vents.
Why not Autopulse/Plasma/Gigacannons?1) Flux - All of these loadouts use way more flux to fire, and while sim performance was very similar in a variety of scenarios, it would regularly get overfluxed in real combat due to incidental damage and flankers. An overextension felt way more punishing than with Tachs and the damage difference was not significantly higher.
2) Staggered Hardpoints - On a ship this fast and agile, autofire weapons need Gunnery Implants to track well which costs a skill. The hardpoints also mean the guns won't rotate and their positioning is such that each weapon has a slightly different range. So if putting Ion Pulsers and Mining Blasters on the Mediums, they do not actually have identical range.
3) EMP Arcs - I underestimated this at first, but Tachs applying EMP arcs with the longest range weapon and also the highest damage weapon improves survivability so much. The ship it engages cannot fight back or run away. Ion pulsers don't have nearly the same range and an Ion Beam is generally undesirable despite both of them being effective at disabling.
Videos
Sim tests
vs Modest Pirate Armada
vs 300k Hegemony (I almost get caught because bad)
vs Double High Danger Ordo - This is why I don't use Systems Expertise lol.
vs Single High Danger Ordo
[Edit: Fixed some typos]