Finally got to the 145 million credits I needed for my starter anaconda last night. 3 days of grinding trade runs in a Type 9 finally paid off. I actually did enjoy the Type 9, but don't think I'll see the inside of one again for a very long time now.
I did the not good thing and played it dangerous for a couple of runs to get my insurance covered after realizing that mine launchers aren't particularly effective on the anaconda (seemed like only the two small pads in the back can reliably launch mines without them hitting the hull unless you are flying dead straight ahead). Opted for 1 huge and 1 large pulse laser, 2 large and 2 medium multicannons (all gimbaled) and two small turreted pulse lasers on the back. Ran a couple million more than expected, so lived dangerously for 3 uneventful trade runs.
After getting back in the green, decided to fight a python that interdicted me only to find out my power priorities were out of whack when my sensors shut off. Fixed that, but for some reason even though the 2 was visible on my power bar, all my systems shut down and I found myself shieldless. Got everything back online and ran just fine.
Finally got around to actually doing a little bit of combat at a nav point just as a trial of the fire power. Oh my word, such a difference. Might be a bit harder to line up, but even in the super basic configuration, it hits like a truck and takes a beating. Nothing I fought the entire night managed to even drop one ring of shields and most targets were dying in 10 seconds or less of weapons on target.
The bad parts, it was certainly jarring moving to a bridge on the rear of the ship. Docking took a few tries to get comfortable, despite coming from the bulkier and less maneuverable T9. Now that I'm used to it, it is far, far easier, but it was nerve wracking at first. It is also kind of annoying having such a limited field of view. (I'm a VR player, so I look around a LOT.) The VR does let me compensate a little bit by leaning forward, but mostly I have had to move to a more instrument based approach, especially for landing when there is no visibility after I turn level to land. (I fly in sideways so that I can see the pad in the side windows visually and rotate at the end.) The last thing is just a minor frustration. The bridge is too brightly lit and too empty. It feels unnecessarily large and sterile compared to other ships. It's still nice, I'm glad I have it, but it's less fun to look around than many of the other ships, though seeing the guns on the ship itself is pretty cool.
Best part so far has been how much faster trading goes. The extra jump distance, better maneuverability and faster speeds, coupled with not having to fear every interdiction (due to substantially better offensive and defensive capabilities) and even being able to fight some of them makes trading substantially more fun and profitable, even with the loss of 40 some cargo capacity.
Current Build
Planning on upgrading power plant to 8D next, followed by upgrading frame shift to B and shields to 4A. Then upgrading the rest of the non-D components to D. Next after that is switching the rear turrets back to burst lasers or maybe the shotguns. Something to make a stronger deterrent than my current pea shooting turrets. A rated FSD after that and then I'm not sure what next. I'm open to suggestions.