I thought it'd be fun to take this week's KOTW from the Alliance Tournament, specifically from this fight between The Veyr Collective and Capital Punishment.
Just because you're right at the fitting limit for a ship doesn't mean that you've made the right choices. I've said this before: if you're inexperienced fitting a ship, find examples of the ship as flown by pilots that you respect on eve-kill.net and other kill-boards. Learn what they did. Learn what works. Learn what doesn't work. This Vargur compromises in all the wrong places because the person that built the ship didn't apply this simple rule.
Worried about cap in a pair of tanking battleships? Here's a thought: Large Energy Transfers. Transfer cap back and forth. That reduces the need for the Heavy Cap Booster. Removing that and replacing it with a Medium Cap Booster clears a ton of grid. That allows you to strip the rigs for a stronger defense, or possibly upgrade the guns. A pair of Vargurs in close cooperation can use paired medium smart-bombs to clear drones. That clears additional grid for a heavy neut to replace the two mediums. Do all of this and alternately, that clears enough CPU to keep the 650mm guns, but possibly trade a TE for an additional Gyro (adding 100 DPS).
The thought here was clearly to try to run the Ancillary Shield Booster using native capacitor. There's nothing wrong with that idea in theory. I think Vargurs are going to be very important once the 12-man matches start for defensively-minded teams like Veyr's. There's nothing inherently wrong with that, either. But you have to play to the ship's strengths, and this fit does not. Don't try to do everything with one ship... learn a little cooperation.
That's what the Alliance Tournament is all about.