It depends on how much OP, hullmods, and perks you have available. At a minimum, you want Hardened Subsystems and maximum capacitors and vents. If you use blasters in medium slots, you also want something that can zap fighters in the light slots. Missiles are optional.
If I have no Combat and no Technology, I would probably use Mining Blaster x2 and PD or Tactical Lasers x2. One mining blaster is half as strong as antimatter blaster, but two mining blasters can be fired once, then Hyperion can teleport away, vent, and repeat. Actually, without more than ten capacitors, the Hyperion does not have the flux capacity to fire more than one antimatter blaster at a time.
If I have max Combat and max Technology...
Super Hyperion configuration:
Weapons: Heavy Blaster x2, IR Pulse Laser x2, Harpoon MRM (Single) x2
Hullmods: Accelerated Shields, Extended Shields, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduit
Capacitors: 20 (requires Flux Dynamics 5)
Vents: 10
I do not need point defense for missiles, but I do for fighters because blasters are flux-hungry and Hyperion will need to vent sooner, wasting time on the CR clock. IR pulse lasers are effective against fighters.
As for hullmods, Extended Shields for 360 coverage; Accelerated shields because they become fast enough to raise instantly in case you teleport your rear pointed at an enemy's barrel; Hardened Subsytems because you want to extend your performance; and Resistant Flux Conduit to vent even faster. The ITU is only there because I have nothing left worth spending OP on (or rather not enough OP left for Flux Coil Adjunct or two burst PD lasers). If you have max Flux Dynamics, excess points can go to more vents.