Here's some unsolicited advice since it's obvious that you're still pretty new:
1.) You're going to have to step up your power management game. As I'm sure you know, it's pretty damn essential in a Vulture. The big no-no that you committed was to turn off your FSD. Had this not been a friendly fight, you would have had to wait for that thing to boot when you turn it on.
2.) Docking computer. While I have nothing against them, you're in one the most responsive and agile ships in the game. Also, module space is at a premium on that small ship and would be better used for something else. Learn to fly these smaller ships well because that practice will be necessary to handle the bigger ones.
3.) Maneuvers. Like I said in the previous point: you're in one of the most agile and responsive ships in the game; to compensate for that, you also have an enormous canopy. You need to be behind your enemy and you have to stay there. You've already started experimenting with FA off to cut your turns which is a good thing, but you have to learn how to maintain your position.
4.) Pip management. This is critical during a fight, you need to have power where you need it when you need it. Not only that, but your shields will hold out for longer.
5.) Distance of engagement. With the loadout that you have, you are meant to be very close to your target. There were multiple occasions when you engaged the enemy at a point where the shots were completely ineffective and you were wasting ammo. You may want to think about switching out that flak for a multicannon, I think it would suit your play style and skill level well. Use the beam to break the shield and then the multi to break the hull, it's not a bad setup. If you're against multis, then look into plasma accelerators (and heatsinks).
@brandotheninjamaster