if you've got patience against caps (and know how to stay at the correct distance and not die), you can do 1 pulse, 2 cerbs and the rest solaris. use the pulse to soften up large targets at range while moving in, dodge and cerb it to death. you can also ditch the pulse if you feel like you are having enough success with the two cerbs alone. switch to solaris when shooting smaller stuff (sometimes you can land surprise hits with the cerbs against snubs).
otherwise all basics and 2 cerbs, that will bring a bs down fast, although make it more difficult to combat snubs. it also requires that you are somewhat focused on the energy the guns consume. the Zoner cruisers have relatively small cores, but make up for it with agility and small size.
keep in mind that these things depend on your personal preferences. Try different things out, go to conn and die 10+ times with different setups, and you'll know what suits you best, thats my advice. also the zoner cruisers (both of them) are really extremely good, it's all about patience and not getting hit, and they're good at that.
both zoner cruisers only have 2 heavy slots, so you will have to prioritize. I'd go for cerbs.
Missiles are only really worth it in tandem, and again that only works out if your ID permits you to use a faction launcher, so that you can have 1 basic missile launcher and 1 Liberty missile launcer (as an example) - that way you can carry double ammo (yes, missiles are ammo based, and you'll soon find that that sucks terribly). They can also be flak'ed, shot down with CD's and decoyed with CM. They have a lot of weaknesses that are that much more apparent when you only use 1 launcher.
Mortars are also pretty terrible in most cases, unless you are fighting in a group where you can sneak in a shot unnoticed, fighting something really big (like turtle-sized) or fighting someone who has no clue what he is doing. If you have a third heavy slot, however, it can be a useful support weapon and you can use it as a finisher. On a zoner cruiser, I wouldn't.
mimir. you are my hero.. thx for the very good answers. i thought the same.. 2 cerebs 1 or 2 pulse, but what to do withj the other 3 slots? solaris are nice but 3 solaris? its kinda blindfishing.. cant hit a plyer bomber with 3 solaris zonerturrets also.. hehe nothing better ? a supersecretideaworkout? ok cu all in conn. i will try hehe
edit have now 2 cerbs
and 2 pulse at the slots 1 and 2. 4 free slots now..
zoner turrets have a bit more range and same damage pr energy as basic turrets, i think (not entirely sure - you can compare them in game), so i'd probably just go with full zoner turrets and 2 cerbs. the cruisers are small enough to survive fairly close, if you practice. again, it's about finding out what suits you. have fun!