Awww, come on guys, it's so simple maybe you need a refresher course. Heyya! It's all antiproton weapons nowadays. Now you prepare that Fetzer valve with some 3-in-1 oil and some gauze pads, and I'm gonna need 'bout ten quarts of anti-freeze, preferably Prestone. No, no make that Quaker State.
Disruptor Dual Heavy Cannons x3 and Quantum Torp x1 fore
Disruptor turrets x3 aft
Nuetronium Armor x2 in Engineering consoles
For Science focus on Shield boosting consoles, the ones that add capacity if you can afford them, otherwise Emitters and Emitter Amplifiers. Good spot to fit Universals of your choice, if you have any.
Disruptor Coils x4
Engines and Shields: Jem'Hadar (redo the mission when you hit 50 for MK XI versions)
Deflector: Positron, [SIF] and [ShdS] are really handy mods
Tactical Team I x2, and the following mixed in your choice in the rest of the slots: Cannon Rapid Fire, Cannon Scatter Volley, Attack Pattern Omega, Attack Patten Beta, Torpedo Spread, Torpedo High Yield. Good idea to have 2x of which ever Cannon ability you like most.
Emergency Power to Sheilds I and II
Polarize Hull I, Hazard Emitters II
Hazard Emitters I
Weapons (all energy types of your choice)
Fore: 3x DHC, 1x Torp
Aft: 3x turret
Deflector: M.A.C.O recommended however most will do the trick
Engines: M.A.C.O recommended however combat engines with turn and speed mods are good alternatives
Shields: M.A.C.O recommended however resilient shields with regeneration and capacity or resistance mods are a good alternative
Engineering: 2x Neutronium Mk XI (These can be found for free as rewards for the games final story mission)
Science: Field Generator Mk XI (can be acquired for 11,350 dilithium in the dilithium shop), Borg console (if you can have it) otherwise Emitter amplifier Mk XI, Graviton generator Mk XI
Tactical: 4x Mk XI Energy type