I see no point in a dual beam bank, just lowers the damage of my rapid fire III and the debuffs from ATP Beta.
It's all about spike damage. Even if you lose damage from your CRF, you gain a lot for your spike with a Beam Overload 3.
It may be debatable (not in the sense of Tier 2.5-ship-being-overpowered-debetable, I mean real debatable) whether it's still better to stick with only one burst weapon (DBB or Quantums), which one would be better, or if it's best to mix 2 burst weapons with DHCs.
Use BO3 + DBB for the spike to shields (with full Tac buffs)
The DHCs keep constant pressure when boosted by CRF
and the Torpedo for the killing blow.
Turrets in back
This is how I roll. The dual beam bank helps really spike up the alpha strike damage when boosted by Beam Overload. Of course, you have to trade out cannon-modifying consoles for energy-type-modifying ones (I run with all AP weps) to get the full benefit.
Sometimes I trade out one rear turret for a torpedo; either a photon/quantum for boostable damage or a trico for an in-yr-FACE goodbye as I pass by.
Maybe someone who has played with torps more can answer this better, but I thought while HYT III offers more damage, the base damage per torpedo actually goes down, while with HYTI the base damage goes up and in the end HYTI gives nastier crits?
I have no idea, honestly. If so then a better build is possible as one could try.