Basically, for a VHF, you have 8-9 choices. 6 gun slots, possible turret, CD/torp, mine. Thrusters are always the same, shields...well, unless the old "pulses vs graviton" thing was fixed, there's not much choice there, armour is always MK 8 universal. Only people with a "defensive" option are Outcasts (Cheetah thruster), most variations are on the offensive side.
For capships, it is somewhat different. However, again, shields, thrusters, CMDs are always the same, armour is the best you can buy (armour is usually what defines a capship engagement), true, there are more weapon slots on a cap, but there are less options for those mounts (whilst a fighter -can- mount class 1,2,3,4,5,etc and, sometimes, mounting an 8 can be better than mounting a 9, caps can only mount their class-specific guns.
Tradeships don't even need to be considered with respect to PvP loadouts, either you're in a Shire or the like and can blow through GBs with good piloting, or you're gonna lose to everything (it should be noted that there is variation in shield types (hint, hint, infocards, hint, hint), but that is primarily concerned with running away, not with killing the other guy...).
Your "role" in Freelancer is not a factor of what you stick on your ship but what ship you chose and how well you fly. A decent LF pilot in a LF can "tank" way more bombers than a decent capship pilot in a battleship. Someone like me who is good at mashing strafe keys (lulz) but bad at actually aiming can play the role of decoy, whilst someone that can actually shoot straight can be the "Damage dealer"...all in the same ships, all with the same loadout.
perhapse you should edit the wiki page to include these concepts so I can see what changes you propose.