It depends on the situation, but the overall one i would go for would be:
1) 16D; Damage is more important than range for ships that aren't capitals; You will be getting in range when enemy ships are distracted by other targets. The range difference between the two gunsets aren't that much, and the alpha strike is better. That said, the 14" L's are still an awesome gunset, and has its advantages, so overall its what you prefer. I prefer the 16"D's personally. Edit:- But as you can only get 1 bind from the 16's, go with the 14's.
2) Torps sometimes work, but because of the huge threat that is subs, PHH are ideal. If you have dedicated ASW, then torps can be the way to go.
3) Fighters beat bombers and scouts. Play defensive with them and kill those, don't waste your fighters in fighter vs fighter battles. T3's work well due to using less space and being profficient at killing scouts and bombers (apart from T5 scouts, but t5 scouts when used right avoid T4 fighters anyway). You could run T5 fighters on there and just permasight for your team.
DB'ers could work if you work with a fighter whore cv, but if you run out of planes you are near useless. They will work easily in GB's, but i'm talking more of a longer, higher skill based battle.
4) I probably would go for two engies (to get the speed cap and around 90 seconds of OH time) and the rest repairers; You could go for a seaman, but if you are just fighting scouts/bombers, you shouldn't need the extra ability on your pilots, and getting more repair/SD/OH time would benefit your role more (which is the opposite of normal CV's). It depends on the pilots you are running and your spare slots, its been a while since i've used one so I can't remember the exact slot loadout for supports.