I actually really love the Mrym.
Sure, it's cannons are a bit off whack position wise, but I think what counts is that they're all grouped close together. All you need to know is that you should aim a few meters below the lead indicator for your target and you're set. However, if the cannons were far apart,
then you'd really be in trouble. And the Myrm has
six gun points, which is great. A subach only configuration is still a heavy hitter with that, and it only gets stronger if you switch things out. Sure, you can't get the maxim, but I honestly don't think you'd need the maxim that much on a Myrm.
The secondary capability for the Myrm is a bit misleading, I think. I forget if it can mount Stilettos or not, but with 3 slots, it's not hard to plop Stilettos into a slot and then be ready to take out a few turrets on any cap ships (unless, of course, the Myrm can't mount Stilettos
). And you'd still have two slots leftover for Tornadoes or whatever.
Though granted, it easily isn't the best ship in the game. You all need to understand, though, that you need to have some kind of space-superiority standard fighter, and it can't be something A1supar state of the art, or otherwise you'll be limited by cost. The Myrm probably fulfills the standard fighter role admirably, yet we never get to see the cost benefits of having a fleet of Myrms as opposed to a fleet of Herc IIs or anything.