For the Harbinger Navy Issue I’d recommend that you can fit a T2 tank and weapons. You are now flying a relatively expensive ship, spoiling it with poor fitting is inviting a disappointment.
So, this is what I fly:
Harbinger Navy Issue
[Harbinger Navy Issue, Illumination]
Heat Sink II
Heat Sink II
Damage Control II
Medium Armor Repairer II
Multispectrum Energized Membrane II
Reactive Armor Hardener
10MN Y-S8 Compact Afterburner
Medium Micro Jump Drive
Stasis Webifier II
Tracking Computer II
Cap Recharger II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Armor Command Burst II
Medium Processor Overclocking Unit I
Medium Semiconductor Memory Cell I
Medium Capacitor Control Circuit I
Valkyrie II x5
Warrior II x5
Aurora M x6
Gleam M x6
Armor Energizing Charge x300
Rapid Repair Charge x300
Imperial Navy Multifrequency M x12
Imperial Navy Standard M x6
Optimal Range Script x1
Tracking Speed Script x1
It’s a lazy fit for missions really. Thick end of 600dps with Navy Multifrequency. 100 EHP/s repair, but you aren’t going to be brawling - the MMJD is there to let you fight at range. Not that it’s going to be needed much in most Level 3 missions. The best way to reduce incoming damage is “kill 'em quickly”.
The webifier because it’s beam fitted and I quite like being able to kill small stuff easily (hence the tracking computer) - beam lasers, and any of the long range turret types, tend to have poor tracking.
The Reactive Armor Hardener saves me having to make significant changes for each of the missions. As I said, a lazy fit. All up, currently about 275m ISK at Amarr prices.
The quip about T2 fittings is serious. By the time you are thinking of flying such a ship you want to be able to make it work effectively - good weapons, good defence. The basic T1 components, things like Heat Sink I and Heavy Pulse Laser I really are not that good, the Meta items (Heavy Modulated Energy Beam I) are much better. Also, make sure you have the relevant skills trained. All those “3%” and “5%” per level bits do add up. The difference between a New player with minimal skills and me sitting in that with good skills is the difference between 250dps and 550dps from the guns, double the repair rate and a capacitor that doesn’t go pffft when you ask something of it. And if you can’t fit all the equipment in, train the basics (The Magic 14).
Other quick lessons:
Capacitor stability isn’t needed: you won’t be running everything all of the time.
Think about the purpose of the ship and optimise for that.
Fit to the strengths (bonuses) of the ship. Don’t put railguns on a ship bonused for lasers.
Good luck, and feel free to look me up in game.