Where my initial negative assumptions were wrong.
After testing it, it does require Hardened Subsystems and Combat Endurance for enough PPT to be useful in capital fights, but it does actually get enough PPT being roughly on par with most support destroyers meant to fight alongside Capitals.
I was concerned that the Paladin wouldn't provide enough range to support a fleet. While this is partially correct, it has enough flux to support triple Paladins and S-Ex Mags. This combined with S-ATG and IPDAI, as well as (E)PD creates an area denial for missiles and fighters so extreme that one Anubis frequently gets into the couple hundreds of missiles shot down over longer engagements. Having it escort a fleet Anchor, and having other ships retreat to the fleet anchor when they get overwhelmed by fighters and missiles tends to outweigh Heron Wasp spam.
Discovered issues:
It's almost entirely unable to mount anything but Paladins. Gigacannons have a bad tendency to miss due to their aim being thrown off by TS. Autopulse Lasers are too flux hungry even by themselves really. Most of the medium energies aren't viable due to being to flux expensive.
I get that this is supposed to be the case, but it does feel like it was taken too far. I recommend dropping energy weapon flux use down to 150% from the current 200% and see if that's giving it too much. If it is, bump it up to 175%, and keeping moving the number until it feels right.
The goal should probably be the ability to support 1 Autopulse and 1 Paladin assuming the loadout leans heavily into venting and doesn't use ex mags.
With its current stats, players are going to largely avoid it as every time they fight it, it will be near 100% soft flux before the fight has even really started.
It has the same issues that all ships with movement systems have. They will only use their system when they are right on top of the target, or a great distance away from them. This is a pain when you tell them escort a Nova or Odyssey as they frequently fall behind despite having more than enough speed with their system.
Sprite:
Looks pretty decent overall, but unbalanced like it will pull slightly left, and the asymmetric front does not flow into the symmetric back like most HT ships. Fury has partially the same issue in looking like it will pull to the right.
If you want to give it a once over one more time, my recommendation is to lower the fighter bays until the tip of the bays flows into the universal mount area, lower and push left the rightmost large energy until it's centralized on the fighters bay, and then shift the thrusters over to the left until they are centralized on the medium universal mounts. This would also centralize the thrusters to the center large energy mount which currently looks mismatched as it's stuck right in between the asymmetric front and symmetric back.
The goal is to make the thruster look off center but still balanced due the left side looking "heavier", while also further slimming down the design and making it flow better.
Potential issues that I can't verify yet.
My last concern was the ship being too slow without TS to escape, and too fast with TS and System Expertise.
In general, no it's not too slow, it dies slightly after most of its peers. However, the enemy AI almost never engages SE due to the over flux issue mentioned above. As such I want to say no it's probably fine so long as you chase it with frigates, but I can't say that with certainty.