When you're doing an exotic torp build, you generally want to use your rear slots for weapons that are part of sets to grant you set bonuses for the torps you do want to focus on in the fore slots. The carrier is not really an ideal platform for this either because of its turn rate and lack of tac seating. If you want to do exotic damage you'll want to get an actual science vessel that gets the secondary deflector slot, for example, so you can get some additional boosts from that. There are a lot of options as far as ships go there, with Fed-aligned characters probably getting the best ones (T6 Multi-Mission science vessels or the Temporal Multi-mission science vessels for a start, other lockbox ships can also do well or event ships in some cases like the Krenim Science Vessel). You want something that you can slot APB on as well as at least one copy of Torp Spread (this is your bread and butter damage skill since it doesn't do an accuracy check - it always hits) and one copy of Torp High Yield (this is your spike damage, use this once you remove shields).
There are a couple of varieties of scitorp you can try - going for drain and shield removal with torps like the Quantum Phase and Neutronic opening up holes for something like the Bio-Molecular torp, or going for a full exotic damage build with the Particle Emission Plasma torp and the Gravimetric torp. You can certainly mix and match as well, but as far as set boosts and consoles to go for there is not a lot of overlap. I notice you don't have the PEP torp, this is one that anyone with a high R&D in projectiles can craft for you. You can also buy it off the exchange. I'd be happy to craft you one if you want, just send me an in-game mail.
I would try to get 2 pieces of the AMACO set from the Omega rep, as the 2pc bonus gives 25% more torpedo damage. You can keep the colony deflector and swap out the Iconian shield for the AMACO shield and AMACO engines also. Warp core can be whatever, try to find one that boosts some skills you might need. I like the Delta rep core in a pinch because of the trajector jump ability being useful to reposition yourself, and it boosts drain if you're going for the Quantum or Neutronic torps. There are a few other cores that boost relevant skills or provide boosts to Aux, like the Lukari core, that can be good on an exotic build also, since your exotic skills are going to be doing damage based on your Aux power level generally. As far as Exotic skills go you have a ton of options here besides just Grav Well, like Tractor Beam Repulsors, Destabilizing Resonance Beam, etc.
Hope this helps. I've got a couple of example builds you can look over as well, they haven't been updated in a while but the basic use case is still solid.