To go against a design like yours, using identical Tl15 tech I would do the following.
Instead of 2 missiles barbettes I would take Tachyon barbettes (TL14), increase it to Very Long range with a Tech advance and double the cost. You could make it budget and make the barbette 5.5 tons in size (the 10 percent tonnage increase) to cut the price back in half.
I would engage you from very long range and do, on average, 2 points of damage per barbette (2D damage ignoring 10 armour, so 5 armour reduction).
I could ignore your barbette salvos with average rolls of EW. The bonuses you get from the countermeasures suite (+6), Enhanced signal (+4) and the Advanced Sensors (+2) is +12, so even on a roll of 2 the Effect is 6 and in 2 rounds all the missiles are gone, on an average of 7 roll 12 missiles would be removed, and you only shoot 10 in a salvo
Ship 400 tons
Streamlined, Reflec, Emission shielding
Armour 15 bonded superdense
M-9
Reaction Thruster: speed 10
Fuel for Thrusters: 60 tons allowing 30 minutes of outrunning missiles if things go terribly wrong.
Power Plant: 27 tons
Computer TL 15
Advanced Sensors
Enhanced signal processing
Military countermeasures
2 Tachyon Barbettes: 11 tons each
Long range tech advance
2 Triple Pulse Laser Turrets
Tech advance Long range, Intense Focus: These would not get past your armour, but I can use them at +2 for Point Defence
Fuel scoops, Fuel Processors, Forced Linkage and Tow cable. To tow ships back to base once they surrender
10 double occupancy staterooms:
Crew is pilot, engineers X2, Gunners X 8, Medic, Sensor Operator X 2, Marines X 4
Repair Drones for use out of combat to help repair ship after combat.
Software: Fire control 5, Evade 1
Cargo 15 tons
Cost: 382 MCr 4 MCr more than you.
If I dropped the Thrust 10 I could gain 140 tons of space to add more marines and a launch or reinforce the hull. This is a keep away SDB. Engage at Very Long range and nibble the enemy to death.
You would get a Crit every 25 minutes on average. (assuming 20 points cumulative would create a Crit.)
That's my draft version anyway. As I typed this I started thinking that at 400 tons you should look at bays for one weapon. They double or triple the damage of barbettes. There is a significant tonnage cost, but at TL 15 the armour protection removes the impact of barbettes at Very Long range.
So a Particle beam Barbette at 50 tons with 6D could get 21 points -15 = 6 damage a round, 9 damage if you took the Very high yield.
Tachyon Bay would do 9damage on average.
Or we go aggressive and put in a Fusion Bay, extend the range to long, charge in 1 band and try and do a Critical Hit every turn with a good roll. Can Fusion Bays Get the Very High Yield advantage and do a minimum of 40 points a Hit? (-15 for armour) and you take 25 points of damage a turn plus a Critical Hit, Plus an Effect Critical hit if I ever get a 6 Effect on the roll.
And I am stealing your design and will be throwing it against my players in my next game session. Thank you!