I personally enjoy my Raven Claw. My Outcast character flies it. RP is no problem. If your ID affiliation is friendly or neutral to the Junkers, you're within RP to purchase it. Hit F8 and click on the faction your ID is affiliated with. If Junkers is in the enemy list, you're out of RP to land on a Junker base and hence not allowed to purchase it. Doesn't matter if you are green with Junkers - if your faction is enemies with them, you can't land there. Simple...
As for the Raven Claw's capabilities. I find they are a bit of a challenge in a PVP dogfight. But they're great for pirating the less heavily armored cargo vessels. So for functionality, I give it 2 thumbs up for pirates. You really don't need the rapid, long-lasting, hold-the-trigger-till-your-finger-bleeds weapons capability. Just find some heavy hitters, like a Debs, a couple Nomads, 4 CODENAMES (2 each of different types) and a couple Wyrms do nicely. Buy missiles if you like, but will cost you more than than you'll receive from any pirating activity. Only a PVPer would prefer missiles. The big question is whether to use Torps or CDs. Torps help with the big ships but if they get to cruise, they're gone.
Don't go looking for loopholes and back doors. If at level 15 you are friendly toward the Junkers and make the purchase but later change your ID to a faction hostile toward the Junkers at level 40 you really need to change your ship.
You would not expect a Rogue to be flying a Liberty Dreadnaught would you? After all - we all start out friendly toward Liberty Navy. So why not purchase a Whale at Houston and a Trader ID to go with it, then build up your cash to buy that Dreadnaught. Next, go kill some Liberty Navy until you can dock at Buffalo and buy that Rogue ID. I hope you see my point here. Just because you were friendly enough to land at a lower rank to purchase the ship doesn't mean you can still fly it when you change your ID. Its bad RP.