Gave it another go from an older savegame.
Here's how I had my fleet set up.
Each Centaur had a wing of 5 m3's assigned to protect it.
Centaurs were armed with 8 x Mass Drivers in main mounts, and 3 AHEPTs in turrets.
4 Centaurs were assigned to protect two Rays, 2 per Ray.
The last two Centaurs were assigned to protect the Shark at first, and were used
mostly to reinforce other ships, most of the time my own ship.
The Shark itself was initially parked close to the gate, and was moved only when an area was cleared. It didn't participate in battle very much.
The two Rays with four Centaur escorts were used for fighter and P clean up. They were equipped with AHEPTs, APACs,8 BPBEs and 8 APBEs. I then only needed to move them to a certain area, and they would do their job quickly, cleanly and efficiently.
The remaining two Rays were used for J and K combat. They were equipped the same way: 24 GPPCs and BHEPTS/AHEPTS/APACs (I have a special on APACs, don't ask

I piloted one Ray, and the other Ray was in reserve for situations when I was getting surrounded by Ks. A lot of the time I had the last 2 Centaurs escorting me for fighter cleanup around me.
I used a very simple strategy. I manually instructed the two Rays (P/Fighter cleanup) to either attack Ps or just move in the general area of heavy enemy activity. I then targeted the nearest K, and attacked it.
Once I was surrounded by 3 Ks, so I had to use my other Ray with GPPCs to attack one of them (which it killed).
My own escort Centaurs were doing an awesome job of keeping Ls off my back, so most of the time, I had my turrets disabled (command turret to none). When I got close to Ks (4.3 clicks), I would switch my turrets on and position myself so the K would be on my 11 or 1 o'clock. This ensured that I had minimum exposure to Ks fire (Rays are flat, and K's fire can sometimes be dodged by pitching up or down). Also, since my own GPPCs were mounted at fore, left and right turrets only, putting K at 1 or 11 o'clock guaranteed that at least two out of three GPPC batteries could find the K.
What also helped was approaching K's from their clean flat side (no spikes), because they have minimum amount of turrets there.
In the end, a K would be destroyed in about 20-30 sec, while my own shields would be at about 85-90%. Switching turrets off until the very last moment was big help too, because with 24 GPPCs, you can quickly lose laser energy on fighters (even when turrets are set to Attack My Target and the K is targeted).
There was one time when a P snuck past my fleet and destroyed my Shark, so I had to reload once at that point.
In the end I personally killed 6 Ks, 3 Js, and 2 Ps. My other forces got 2 more Ks, and number of Ps (3-4?) and all other Xenon fighters.
My only losses were a single Nova, who chose to flight straight into a K's APPC fire. No other ships on my fleet were damaged (all at hull 100%).
How about that?
P.S. And by the way, I used my Fleet Orders script to help direct my fleet.
http://forum.egosoft.com/viewtopic.php?t=107795
P.P.S. After I cleaned the sector, random L/M/N started to spawn around.
And there was one more K. I think it spawned, because it came from an area where I was before, although I'm not 100% sure on that.
I tried killing it three time, and every time I got a CTD when it blew up.
