I think you need to internalize a few facts here. Fact one, a holofield is all the defense a cannon eldar ship has, other than maybe a few points of Reinforce Hull. Fact two, by putting any sort of second defense field on, we're already making our ships significantly more tanky than their counterparts by adding another layer of the survivability onion. Fact three, those short ranged weapons are more powerful so when you do a driveby of an ork Kill Kroozer, you leave a hulked or exploding burning wreck in your wake. Fact four, all Eldar ships are fast, some are just faster than others.
So if your objection is that my ship isn't durable enough to survive an attack run, then I say it is once you understand that eldar ships are durable before they're hit. If your arguement is that I'm trying to force a square peg into a round hole, no I'm not, I'm leaning into the hull's weapons-slot focus. If you think it's not equipped to fly without friends, well glory be, we can make it some friends by keeping our conversions running, and in the meantime focus on small numbers engagements! And if you think I'm picking the wrong weapons, you've misunderstood my design as purely a refit instead of a 'clean sheet' design for a new-build cruiser.
Holo-Fields do not make a ship impossible to hit, just very difficult to hit as canon Eldar aren't exactly curbstomping everyone they run into and regularly lose to the Orks, Chaos, and the Imperium.
The massed fire which the Orks favor is also the best counter to Holo-Field equipped ships barring aimbot shenanigan's from weapons like Fatetwisters.
This is further exacerbated by your ships inferior mobility compared to our existing ships as being slower means the Orks need to saturate less space with weapons fire in order to hit you since your ship won't be able to cover as much potential space in the same timespan as our current ships.
The one engagement our Holo-Field equipped ships took part in was only low level skirmishing. While they took no damage compared to our Holo-Fieldless ships taking plenty of damage note how none of our major capital ships took damage which suggests that the Orks never came in numbers significant enough for our capitals to get involved.
Trying to force limited engagements where we aren't horribly outnumbered isn't going to work when we are overwhelmingly outnumbered by the Orks on a strategic scale.
Our most likely reasons for attacking or defending against the Orks will either be because we need to hit critical infrastructure which will be heavily guarded or be because we are forced to defend a location we cannot give up which means that the Orks would be coming in force.
While you could make an argument for going after small concentrations of Ork ships to trim down their numbers before a big fight you still run into the issue that we are horrendously outnumbered so even relatively "small" Ork fleets will still likely outnumber us by a significant degree.
Your design doesn't have any Plasma Thrusters either thanks to how limited System Slots are on Carracks.
That makes your design very vulnerable to being mobility killed due to the fragility of Aethersails as it needs to expose itself to a ton of fire to leverage a significant portion of it's weapons.
That mobility kill vulnerability is further exacerbated by the fact that the QM has stated that Aethersails are vulnerable to vehicle scale weapons that strikecraft carry which conveniently should also bypass the ship's conversion fields since those things can't stop slow moving objects which strikecraft should count as given they bypass Void-shields in canon.
Re: Strike Craft & Voidships
Cliff's Notes version: Strike Craft with Superheavy weapons can hurt a Voidship. Strike Craft with Bomb Bays can also hurt a Voidship. Strike Craft that carry troops can (attempt to) board a Voidship and cause problems. Otherwise, the most a strikecraft can do is scratch damage, barring explicitly unarmored systems (Aethersails, certain types of sensor and commissions equipment, etc) or attempting to attack and disable an enemy's hangers.
Given you only have the System Slots for a single PD battery this thing isn't going to be swatting down a ton of fighters either.
Notice how all of the issues I've brought up could be fixed with more System Slots (more engines, more PD, etc.)?
So yes, you are trying to fit a square peg into a round hole as all those weakness's I've pointed out could be resolved with a more System Slot heavy hull like the Clipper.
Fundamentally with our current hulls we are much better off sticking with a long range kiting paradigm because none of our big ships have the System Slots to fit a lot of survivability improving features without eating into our Weapon Slot.