Rig Slots
2x Core Field Purger I's (can also opt for extenders, see below for details)
Low Slots
4x Power Diagnostics Unit II's (can also opt for 3x PDS II's with a DC II, see below for details)
Mid Slots
3x Large Shield Extender II's
2x Invulnerability Field II's
1x 10mn MWD II
High Slots
5x 220mm Vulcan Autocannon II's
1x Warp Disruption Field Generator
Cargo Bay
Focused Warp Disruption Script
Barrage M x2500
Minmatar Fleet EMP x2500
Gets much less shield recharge than the SPR version but has enough cap to keep the invul field and generator working non-stop. The OP version's cap will die after something like 2 mins 45 seconds with perfect cap skills assuming you're starting at 100% cap (which isn't likely to happen since you're invul field and most likely bubble generator will be active for quite a while before the engagement actually occurs). You'd have enough PG to fit some 425's but they get much less tracking and I can't justify adding a web to increase your damage output by so little. [I would also suggest going with as much T2 as possible as they are quite cost effective compared to best-name T1, as for T2 rigs, don't even think about it, these ships will always be primaried due to their expertise at tackling so, make them as affordable and cost-effective as possible].
You also benefit in the fact that your base resists are quite a bit higher and your total shield HP and actual ship HP are greater which helps you survive when primaried (which is going to happen 90% of the time). This also allows for your to remote-boost your shields much more efficiently.
Lastly, the added cap helps run the MWD longer, allowing you to actually run targets down when scripted in low sec or get into a better position to trap people with the bubble in 0.0. This setup won't work for pirating low-sec gates however as you would need a few sensor boosters/amps and rigs to lock-down sizable targets in time. Definitely a fleet-only ship.
P.S. : OP is quite a nice setup as well, but have you checked the numbers while running core field extenders instead of purgers ? Passive setups are amazing unless you're actually receiving enough DPS to break the tank in which case, the extra shield HP might come in handy.
P.P.S : If you're running in a gang with logistic ships/carriers or in a fairly large gate camp with remote-boosting available, you can very well change out the purgers for extenders to increase the total HP of the ship. It is also viable to switch out one of the PDS' for a Damage Control II to get a little more tweek of shield resists and give you a few more thousand HP.