A vendetta against VHF's would require actually hating their existance. They have their place in the game. It's VHF's with Nomad Weapons that I hate.
You can't assume that the VHF will always start out ahead- it is just as possible that the LF could gain the upper hand early. Since it turns faster, it is inherently better at anything that requires manuevering- that includes engine kill tactics, which can be used in combination with bursts from the thruster, producing a very effective way of evading almost all enemy fire. In addition, you can remain unpredictable in this way- a quarter of a second to rotate a bit and you can be travelling in a completely different direction. Again, the LF can do this much faster, and thus more effectively. There aren't that many people that will leave engine kill on for the duration of a fight- most people think of it purely as a way to get their main weapons facing behind them, and they will return to normal flight as soon as they outdistance the target enough for a head on pass. Again, dependant on pilot skill- an experienced pilot will know better than to ignore one of his/her ship's assets. Remember, also, that although you may be able to engine kill and slide backwards, the other pilot may not be dumb enough to give chase- you might quickly find yourself out of range with nothing to shoot at. That goes for ANY ship type.
The mines were, also, just an example. Anyone can dodge an incoming mine- unless it is dropped right on top of them. It is not as hard as it seems to get in close to a ship in combat- after all, they will end up making at least a few chicken runs at you, and if you feel ballsy enough you can ram a few right into their front window, so long as you evade the weapons fire. Certain weapons are harder to dodge than others- anything with a high refire or a fast projectile speed can be very difficult to get away from in time to avoid a hit. I've been practicing with mines for a while, and they are viable weapons with a wide variety of often overlooked uses...that, and they're one of the few weapons that can be mounted on an LF that can take down a high-class ship in very few hits(with shields down). Mines, when dropped with the right timing, can be nearly impossible to evade, as they do not necessarily need to make contact with the enmy hull to detonate and do damage(actually, they seem to bounce first when they do hit your hull, possibly indicating a bit of a time delay fuse). If dropped in front of a ship, they have the added effect of acting as a blinding flare(on some lower end graphics cards, this can even cause FPS to drop, reducing reaction time as well!), which allows a few crucial fractions of a second to punch a thruster and escape.
A Borocco may only do 308 shield damage, but when you factor in the fire rate- 4.00, IIRC- it does 1232 shield damage per second. While this is nowhere near the impressive punch of a Tizona Del Cid, it is much more impressive when you consider that a Drake (the most agile ship in the game) can keep them on target very reliably, doing constant damage rather than a burst before locating the target again. Speaking from statistics, a less maneuverable VHF has a 1-hit-k/o potential and plenty of armor to protect it, but a more maneuverable LF might get more hits in while evading more of the enemy's shots.
Also, don't forget that your point of view will always be invariably skewed towards the ship you currently use- since that is the ship you are likely most familiar with. It may sound like a cheezy bit of philosophy, but it is much better to fly several ships from each type in order to understand where their strengths and weaknesses are. I've been steadily working my way through the list of ships in FL, and there are only a few which I've truly hated the performance of...those being the Bloodhound, Wolfhound, Startracker, Crusader, and Legionnaire(which, IMHO, presents way too big of a profile for an LF). The Hammerhead was one of my favorites when I was flying it- it has a very good combination of maneuverability and firepower for a ship of that type. It is not, however, without a weak spot- the Hammerhead is not as well defended in shields and armor as the heavier VHF's, nor does it always have enough energy to power all 6 main weapons at once.
The power issue is, interestingly enough, what makes me use mines most of the time on my LF rigs. Using all shield busting guns means all the energy goes to knocking down shields and keeping them that way, and shield busters do not always drain the ship's energy as fast as a damaging gun combo would. Since downing a shield of that power takes time with mid to low level shieldbusters, the more the better.
Firepower and armor doesn't equate to being unbeatable, nor does maneuverability...not even when those traits are all combined. FL's game balance is a LOT deeper than people make it out to be. If you think you can make something work, go ahead and try it. Even if you can't, just try it anyway to find out more about how OTHER people make it work.
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Proud owner and operator of a Patriot!
Proud owner and operator of a Stiletto!
Proud ally of the Bounty Hunters' Guild!
Proud hater of Nomad weapons!
Proud user of all things underestimated!
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For the last time...there is no "N" in "TURRET"!