Hello s-number
There is a thread in which Hodyn and Teg discuss design aspects:
https://forum.cosmoteer.net/d/1395-overall-basic-theory-when-designing-your-own-ship/5
(recommended reading and riveting too)
and in that thread Teg posted a pure missile kiter for just a little above 1 mil.
That was going to be the test opponent, because it outclassed my own missile kiter designs by a great margin.
/Edit: I should maybe mention that I use a mod that increases range and speed of all weapons by 25%, though that should not affect the results in this case. /EndEdit
Your ship lost 7 out of 10 fights in spite of being 60% more expensive.
From what I saw, the damage started on the frontal corners, right at the empty spot, where thruster and point-defense sit together with a reactor that is just a triangle away from the surface. Once in a while a misssile gets at that and this is when the fun begins.
You might want to move those attitude thrusters in back (it is just distance from center mass that matters after all) and place the reactor a teensy bit inward to shore up those places some.
The third tier shield generators might be candidates for this too - explosive damage bleeds right through shields that are so close to the hull, so these can be moved without compromising frontal integrity.
When you look at the kiter, it has the same vulnerable corner, though it has 4 PDs compared to your 2 (and still once in a while a missile got through - which is why your design won any fights at all, the frontal beams were just icing on the cake and totally redundant) and no explodey reactor in the vicinity.
Both designs might profit from moving the frontal shields a row up (maybe even two, if possible), because explosive damage tends to bleed through shields and we don't want that.
So thanks for posting this, my own design skills have improved through this analysis, and as a result I would say, especially with missiles, a cheaper single purpose platform might benefit you more than trying a wider mix of weapons.
Regards