Zdor As apparently noone else is gonna mention this, you'll want to remove all that space-filling armor. It's heavy, expensive and doesn't do you a thing. The best way to do this would be packing everything closer together so there's not as much space left, after that I'd suggest vastly increasing the amount of internal thrusters so you can put more weapons on the outside and if even that doesn't help enough, feel free to fill the remaining space with corridors, structure or, better yet, nothing.
Regarding missiles, use either the outdated modules with a launcher packed on either side of the factory or do some research/experimenting and profit off the factory adjacency bonus. Remember the different properties of the missile types tho, those nukes seem like they will be useless like 95% of the time.
I'd also suggest completely giving up the energy weapons on the front, while being quite accurate, they simply lack the dps to be viable in the price-range you're sitting in. Swap 'em out for a bunch of (large) cannons and you'll see what I mean, that'll also help saving reactor cost and protecting your front a bit. Another given is the addition of some missile defense, preferably some flak that can actually destroy projectiles rather than the joke pd has become. (I know, rumor has it pd still does something against missiles, but so far I didn't get to find any proof for that.)
Alternatively, you can also get some proper damage by setting up a bunch of prism arrays in the front, tho that'll obviously cut down a bit on stability.
Anything but a small rector basically needs conveyors or at least corridors for proper energy distribution. If you have proper paths, a single reactor can power way more than you would've anticipated.
Generic stuff you should get fixed right away:
-the crew and energy bars are inaccurate, you can usually stay about 1/4 below them for a ship with optimal efficiency
-sensor arrays don't stack (one is too much enough, two is accepted for aesthetic reasons)
-a build that large needs some more CRs so it won't get sniped
-huge thrusters and boost thrusters have rather long ramp-up times (it takes them too long to get to full thrust), large and medium thrusters are the best choice
-engine rooms are to expensive to be used for lines, put thrusters in at least two directions on them if you can't fit ones in all directions
If you need any help, feel free to ask here or take a peek in the Building Academy, you'll probably get more professional support over there.