Been using this build as my go-to on my Asp. 8 medium pulse lasers and 3 SRM 6's combined have a 92 alpha punch. Decent cooling allows for some heavy punishment dishing before you have to back down to cool off. Can add more SRM ammo if needed by removing a heat sink, but I haven't run out too many times and the two tons seems to be just right. Set the weapons groups with 4 pulses chain fired on two main groups, and the SRM's on an auxiliary button as backup.
Liking the concept, but you're three tons short. If I had a Rancor I'd try a variation Since you're mainly talking about the alpha in your description, I made the variant below with 114 alpha which can all truly be fired simultaneously without having to fire split laser groups. I've moved the ammo to the legs due to the size of the side torso hitboxes, and added a bit of extra ammo for your SRM6s as they're by far your most heat-efficient weapon. This means you'll likely fire the SRMs a lot after you get hot and are in a situation where you can't retreat behind cover to cool down (very likely in the ranges at which SRMs are used). It's nice to ensure you have ammo in those situations. Generally I'd also prefer to use regular cSRM6. The spread is horrible, but as long as they hit the legs or the torso it's going to be efficient damage for your team. The main benefits of using regular cSRM6 are that you get the same total damage at 60% of the tonnage and 50% of the slots. compared to cSRM6+A. The reason why I kept them on in this variant is because the laser fire is very focused and can thus benefit from having focused additional burst on the same (likely opened) component, and I could not find a better use for the tonnage (targeting computer, MAYBE. variant below if you're interested to compare).
@Excalibaard going to have to try that out! I can agree on the ammo that having just a bit extra when in the heat of a firefight wouldn't be a bad thing. Losing one of the heat sinks is worth having just a bit extra.