The Victory S is the model I have gone with.
What I notice is that it has the same magazine capacity as the Victory. This means I can use it to fire salvo's of any size up to its maximum. The problem I encounter is that the salvo of 20 from the Victory can be swatted down by enemy point defense rendering the entire missile armement useless, with the Victory S if antimissile Fire looks heavy I can fire Bigger salvos up to the entire magazine capacity. I should have included a second missile FC , but as is it can fire salvo's at 5 second intervals at different targets which is a lot better than the basic Victory model. So far I have not needed the full salvo in this game.
Reloading is an issue but I tend to return to a fleet base between battles so it has not caused a problem yet.
The Rapier missile has a size 1 Warhead with *8 warhead tech , I had forgotten how much better a 9 pt warhead is, the Rapier 2 built with improved warheads has a 10pt warhead.
The Single Gauss Turrets are becasue I use the same weapon on smaller ships and having only 1 turret design is easier , AFAIK it is just as efficient.
The carry AMM's because I tend to put AMM's on all large ships so that a fleet has heavy AMM capacity , and I can use the large ships in small groups if I have too. The main battle fleet this ship is usually used in has 6 Victory S, 3 Jump capable Victories with less missiles, 3 Agincourts with missiles repalced by Railguns and 2 Ark Royal carriers with Gunboats onboard. Each of these ships has 15 AMM Launchers and some Gauss Turrets. This is a style thing I think it would probably be more efficient to build specialist designs , I do with smaller ships.
In most games I would have more magazine capacity at the expense of speed probably as these ships are faster than my normal designs but still too slow to outrun an equal tech NPR.
They do not have an antigunboat sensor which is a weakness but it is one I am aware of.
I have used both designs with normal missile launchers and box launchers. Both have advantages. One of the less-than-obvious disadvantages to box launchers is the difficulty I have had in judging the initial salvo size. Since you can launch anything up to your maximum load, you have to judge how many you are going to launch against the enemy, and it may be an enemy you haven't encountered before, so you have no way to know how many missiles it will take to kill them. If you don't launch enough, their point defenses will protect them and you wasted the missiles. If you launch too many than you overkilled and wasted the excess. This becomes critically important in some cases because the BB must return to base to reload.
Kurt