--- So first things first, from your DCR, or
Damage
Control
Rating it seems to me that you have 9 full sized Engineering Spaces and one Damage Control Module. That seems a bit odd to me, but I'm also odd in my configurations with such, so I have no comment on it. You might consider changing that around to more Maintenance Storage, Engineering Spaces or just fuel / deployment time really. 12x Full sized Engineering Spaces and 1x Small sized Engineering Space would be a decent place to start if you consider replacing the Damage Control Module.
--- Next things next, I'd consider swapping the Thermal and EM sensors around. You've got a 70 EM and a 30 TH as it stands, but a 70 TH and 30 EM might serve you better in the Anti-Missile and Anti-Ship role due to the fact that you can detect missile launches with your Thermal Sensors. It seems your engine has a 75% Thermal Reduction, which isn't really going to be useful on an engine that hot. It's not really useless, but rather something that you could remove to cut costs without sacrificing much capability.
--- You have 3 Beam FCS for your 5 Railguns... that's a lot. It's not super-excessive, as it allows you to both split your Railgun fire AND maintain Anti-Missile functions at the same time, but it is a lot for just five of them. I'd consider a sixth railgun as an option, as then you when you split fire you could bring two railguns to bear on each target, which would be very useful against Fighter / FAC swarms or just squadrons of beam combatants in general. Likewise, with 120,000 km per gun and your Beam FCS' range you could configure this for (an admittedly ghetto) area defense scheme with two guns firing as the missiles close, two guns firing in the FDF role and two guns firing in the FDF(Self-Only) role.
--- In the same vein you have 2 Beam FCS for your Gauss Cannons, which are far less useful against anything other than missiles. Again, it's not too excessive, as they make serviceable Anti-Boarding guns so the ability to both shoot at boarding craft and maintain Anti-Missile fire is nice, but it's something you might consider dropping. Keep in mind that more than one of any Beam FCS makes it that much harder to knock out your guns.
--- That's a big ship, and five layers of armor is kind of on the low-side for such a vessel. However, I've fielded ships that are literally ten times larger and had only six layers of armor, so don't take that as criticism. I don't know what, if any, advancements in shield tech you have, but I'd even consider putting a modest Alpha Shield on it for nothing more than reducing the bite of a leaker and taking the edge off of high-alpha / low DPS beam weaponry. With five layers of armor, your own railguns will punch through 60% of it
each shot. Assuming they all hit AND that they all hit
armor, it'll take about ~2 salvos to completely strip all of it away.
--- With two basic tech Alpha Shields massing 400 Tons each, you'd have 14 shield points, enough to stop half that salvo and ensure a 25% increase to survivability in addition to reducing any leakers by 14 points of damage. Damage reduced in this way also means that whatever missile damage gets through will also reduce the shock damage AND chance of shock damage occurring. This means that any warhead hits for 14 less damage for the purposes of shock damage calculation. It's not great to be honest, but a modest investment in shield tech and maybe putting on some shields might be worth while to consider on this ship.
--- Finally, your Maintenance Life and your Deployment time are almost equally matched. That's not great and I'd consider adding a bit more MSP since just your Railguns alone will cost you 20 MSP per failure. It's a 1-100 chance mind you, but that just means every 20 increments one gun is almost certainly going to suffer a failure. Add in the three engines at 312 MSP a pop for non-battle damage repairs and your Max Repair of 960(Wow!
) and you're likely to eat all of that up before you're even halfway through that deployment.
--- Otherwise? A very good ship. I like it, nice work.