While I agree with 99% of what you said, I don't think you have to wait until his shield are worn to a frazzle. That seems to imply that you must stay at range 15 until most of his shield are already gone. Most decent players won't let you hang out at that range for that long.
Among the advantages of the disruptor is that you can change its overload status quickly. Your opponent if a Fed or Hydran can't. They have to make a choice and stick with it for 2 turns at least. You can on one pass come into that 9-15 range and jump back to 16 reducing his damage if he fires then compared to yours and if he overloaded he can't even fire his heavies. The very next pass you can hit that 5-8 range and fire overloads jumping quickly back to the 9-15 range perhaps before he fires.
Your opponent has to respond very quickly to fire in the same range category as you and he never knows if THIS pass you will be in overload range or not.
If he fires first he risks that you will close in and fry him seriously from close range. If he fires late then he is firing at a worse category for damage.
To stop the tactic they don't have a lot of choices. They can disengage. They can turn off some weapons to get increased speed. They can try to castle but the disruptor is very resistant to ECM. Most opponents will hold on thinking you will slip up and that then one attack will equalize things. Due to limitations on sensors they may not even realize how well your shields are holding up compared to theirs.
Remember the Disrupter might seem like a weaker weapon compared to the photon, but it isn't.
It loses a bit from SFB because if you worked it right in SFB you could fire it twice in a 8 impulse time frame hitting the same shield twice. It is a powerful weapon when used right. It is among the best at cloak piercing. It is ECM resistant. It also fires rapidly. What it doesn't do is equal the heavy one shot punch of the Photon or Plasma. You need multiple hits to get superiour damage and you need superiour damage as his ship is bigger. That is where finesse comes in.
On Klingon ships drones are more for tying up phasers than for anything else... I know, I can already hear the Klinks protesting.. but really thats about all they are good for.
There are different styles among those who fly Klingons. There are those who fly the "drone boats" and there are those like myself who fly the mainline ships. My preferences are K-F5/B/C/K/L/W/WK/WL or the K-D7/B/C/K/L. Notice none of them are drone boats or specialty ships all are mainline or command vessels.
Though the drones can do damage mostly they are just a damage sponge.
While the drone anchor seems like a really good tactic, it isn't all that great. A good pilot can live through it and make the klink pay for trying it.
With mainline ships the drone anchor is almost useless. Some ships can get away with it due to their total fire rate. Drop a scatter pack, anchor follow up the scatterpack with a full barrage from the ship and pop another scatterpack and your opponent can be in serious trouble. Not usually my style, it lacks finesse.
There are many good tactics. One thing many fail at is remembering that your Disruptors have 3 settings, standard, overload and OFF. There are times to use all 3. Use the overload at the wrong time and your opponent will be faster and will close with you. Use the off (on one or more banks) and you have excess power for speed or ECM. Never forget that each of your banks can be at a different status. You don't need to overload all, sometimes it is better to overload one bank while turning the 2nd off.
If the opponent does take down your shield (or has fired all his weapons and has a weak or downed shield) a Klingon ship can be the master of the T-Bomb shower. Planting 5 T-Bombs on an opponents downed shield can make them wish they hadn't knocked down your shield. To do so most effectively you need to switch to the top down view (also useful for "threading the needle" between mines or asteroids). The screams of pain from the recipient of a 5 T-Bomb mizia attack are quite pleasant to hear
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The typical Klingon vessel has a maneuvering advantage and a little more power as advantages against their enemy. The disadvantage is they NEED to do a "one two punch" where due to the relative fragility of the Klingon hulls and heavier punch their opponents need only a single "knockout punch".
The sabre dance is intended to weaken the enemy to where you can do the knockout punch while keeping them from using theirs against you.