Subby84
The sort of speed your ship has the most of doesn't have much to do with squishyness. Reverse thrust matters for kiting, which is what any primarily missile platform should try to do, and balanced thrust helps with some AI flaws, but an excess of forward thrust like you have is only useful for brawlers that are expected to chase down kites.
Weapon drain are off the wiki, but seem to hold true. The ammo consumption for standard cannons is wrong, but I don't think anything else effecting ratios has changed since the wiki was updated.
Shields are from building and using ships with different ratios. The more reactors you have close to your shields the longer they'll last up to the limit of my testing. I haven't tested more than 1:1 because it's hard enough to mitigate chain reactions at that ratio.
The thing about energy balancing is that shield installations not reliant on storage always produce excess energy on large ships because they aren't all being shot at at any time and they only draw power when taking damage. They can power things that need only infrequent power (and thus aren't very walk distance sensitive) practically for free. This is why I don't count power use for point defense or engines on heavily shielded ships. Even with a 1:2 reactor to shield ratio you still have loads of excess power output, it's just spread out too much to handle concentrated, sustained damage.
A short duration defensive plan is fine for a kite so you don't need to go and redesign your whole front. Your problem is more that you have a lot of waste. The electrobolts are at best useless and may negatively impact the AI's decision making. The excess forward thrust is wasted, and even balanced thrust is mostly a convenience. That's waste mass that's slowing you down in reverse and waste credits and waste space that could go into making you even faster in the direction that matters in combat.
This is a kite. It has more reactors by the engines because they are the main power consumers. But it only has enough dedicated reactors to supply the reverse thrust. Even if it had more forward thrust it would only use it for traveling. The shields spend most of their time not being shot at and only get a 1:2 ratio and that reactor also feeds the ammo factories and point defense just fine because they don't require frequent charging and it spends almost all of its time out of range of anything but missiles and it has quite a lot of point defense.
This is a brawler. It has about a slightly better than 1:1 reactor to shield ratio, feeds the lasers for free everywhere but the section of shield taking damage, and has that slight excess of reactors to cover them there. The point defense and Half of the engines also leach off the shield power supply directly or through power storages with the rear reactor only there because the walk to refill a storage there would be excessive.
Your design is kind of in between. It has the densely layered shields of a brawler, though without the reactors, but it has the weapons of a kite apart from the electrobolts. You could take it in at least three directions, either go full brawler with short range weapons and lots of forward reactors, make it a large cannon wall "long range brawler" also with more forward reactors, or go full missile kite and cut back the shield density a bit and the forward thrust a lot.