The Scythe Fleet Issue is, unlike its basic form, not a logistics ship. It has so-called "split bonuses", with one bonus for projectile turrets and one for missiles, and an equal number of turret and launcher highpoints, 4, in a 5-high-slot ship. This means that to extract its maximum possible DPS, a pilot must have good projectile and missile skills, or else forego one of the bonuses and use a utility high slot for something else.
The SFI is also fast and agile, and it has a subtle but powerful advantage in its very, very small signature radius for a damage-dealing cruiser. These characteristics lend themselves to kiting tactics.
Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or its common role(s) can be written here.
Fast kiting is usually the name of the game with a Scythe Fleet Issue. Pilots can consider whether missiles or turrets serve their purposes best.
In some applications and fittings, it might be possible to take advantage of the tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.
You can write additional notes for Scythe Fleet Issue here.