I am thinking of a rough build, and not too sure if this will work or not.
I've seen that the Jemmy should be a straight cannon ship, but personally i dont know.
3 x DHC polaron or phased polaron, not too sure which one to go, as there is some debate =. But it straight out polaron then it will be fleet versions.
1 fleet quantum torp
rear 3 polaron turrets once again stright polaron or phased not too sure
Devices - red matter cap, field modulator
Tactical - 5 x polaron damage boosters
Sci - field generator
Eng - asimulated console, zero point energy console, armour console (energy + Kinetic), last item not too sure if i should go a different armour type or not
Shield, Def, Engines will be Jemmy mk XII set
Ens Eng - EPTS1
Liu Sci - HE1, TSS2
Liu Eng - EPTS1, ATSI1
Lt Com Tac - TT1, TS2, CRF2
Com Tac - TT1, CRF1, TS3, APO3
Not too sure on the tac officers skills
Doffs im considering 2 x torp, 2 x cannon but the last one i'm a little lost about. Also i wanting to PVP and PVE with this ship
Generally, having at least one acc modifier is best for PvP, given the insane defense some ships can have. for anything more, CritH would be good.
Also, given that you already have 2 cannon skills, cannon doffs will not help you reduce cooldown any further, IIRC. I suggest a couple of Shield Dist Officers to give your Brace For Impact a shield heal.
Also, holds can be very common in PvP. Thus, at least two copies of APO would normally recommended since, for an escort, speed is life. I suggest swapping out TS3.
For the Eng console slot, you could add another armour, an RCS console so you can outturn other bugships, or save up lobi for the Tachyokinetic converter, which gives bonus turn along with a nice bonus to crits.
Speaking as an experienced Tactical Bug pilot I have found that one 250 degree array mounted in the aft section comes in very handy. Believe me you won?t miss the puny output of one turret ,but you sure will like having a bit of extra punch in your aft section.
Remember you don?t fly a Bug ship,you dance with it.