My piloting is most notable for its clumsiness and utter lack of coordination, but here's a Pyra build I've been using.
Left side Mercs
Top left Gatling
Top right Rocket Carousel
This a ramming build. I start the match out by having my crew snipe the other ships if they're in sight. Once they get close enough, I use the rockets to disable their guns and the gatling to tear their hull up before I come in with moonshine and ram them. I used this pretty successfully for a couple of matches against Paddling ships, but then they started putting gatlings on their Pyras and making it suicide for me to ram them. Maybe a better captain could use this build to greater effect.
I had fun with something similar last night in 2v2..
UL - Flak
UR - Gatling
L-forward - Mercury
L-aft - Mercury
My team mate also had a Pyra, with Banshee and Artemis up-front and when we focussed fire on opponents it was extremely effective. One opponent declared himself in lobby as a ramming build, in a Pyra with harpoon and flamer. Every time tried to ram us our gatling stripped his armour and we won the ram.
The double-mercury sniping broadside gives you a long-game option from the start. And if you're facing a Galleon it allows you to engage at a longer range than he is able to accurately reply from. As a sniping platform the Pyra can out-gun at range any 'ship other than the Junker - which it can equal.
Suggested crew for this build..
Pilot - brings Impact Bumpers (the Pyra is always good for ramming) and his/her preferred choice of other tools (I almost always bring Hydrogen). Ammunition choice isn't vital as the pilot is unlikely to shoot on a Pyra.
Engineer 1 - brings Charged Rounds and will act as Mercury gunner for sniping, and will be main engineer on the Hull when not sniping.
Engineer 2 - brings Heavy Clip for the Flak, will cover the Balloon from the Flak position, and will cover the Hull whilst the other Engineer is sniping
Gunner - brings Charged Rounds for the Mercury whilst sniping, and Burst Rounds when manning the Gatling on the upper deck. Third choice is personal preference.
The 'ship operates in two distinct modes - either sniping or forward-engagement. The Captain has to communicate his decision on when to switch, and the crew need to coordinate the changeover.