Basically Prophesy II engines, gav drive, docking and that's about it.
It is good to start over to remind me to what I do and do not have access and the level gating. Which is what it is and seems about right, not everything at once. Went ahead and upgraded the reactor to the best available to me at this level (44 now). Making plenty of credits. Third time today I have ten ships so, full house of captured ships and time to flip them again and then do the resulting trash haul.
This one is working effectively for end-on-end ship capture in a fast way and without taking much damage. This layout is what I would do with the Frontier; but that ship doesn't come with these engines and just getting a Prophesy II+ saves you the cost of the engines, which with commerce skill is about 225K credits. It is better to grab a Prophesy for these engines than a Claymore for the cockpit, bay and landing gear, if you plan to install these engines, because cost factor of what you buy from the vendor vs what parts you acquire in a capture.
The hab and structure count is reduced to create a comfortable ship with enough space and windows to mitigate any feeling of confinement and clutter I get on some ships. I like these engines most because I get a comfortable amount of cargo space to carry resources for base building and mod my equipment, while also getting top performance. It is the ability to boost and evade, while maneuvering behind a target so I can condition the target for boarding, that these engines seem to facilitate better than others I have tried.
Where you may rarely see a Prophesy on the ground, I quickly can "hunt-down" a ship suitable for customizing to becoming a "Boarding ship". Fun game play to me. The difference at a low level is the parts you want are not available to you at your level. at the vendor. By capturing a grounded ship, that has better parts than you otherwise have access to for building a custom, you then start getting the upper hand on hostile encounters.