Probably one of the safer groups of people to use hardwiring implants are professional mission runners. Since the majority of mission runners use missile based set-ups [Caracal, Drake, Raven, CNR, Golem, Tengu], most of these people will benefit from implants that maximise their application of missile damage to their intended targets as quickly as possible. They also have the added benefit of being able to earn the LP necessary to buy the implants in the first place as well as face a relatively low risk of losing them. They can most likely justify spending a large amount of isk and resources on a nicer set of implants than someone who is doing regular fleet-ops in 0.0 or pirating in low-sec.
It can be overwhelming to decipher the implants that you are looking for in the sea of choices. All of the missile hardwirings begin with either ‘Snapshot’ for improving missile damage or ‘Deadeye’ for improving missile related skills. Since there are 5 slots that the missile implants can slot into, here is a break down by slot and then what a couple of sets might look like.
First up is slot 6. The options available here include boosts for Torpedo [ZMT-500/1000/2000] or Cruise [ZMU-500/1000/2000] damage. This will likely come down to whether you are flying the Caldari Marauder Golem or any other ship. The Golem‘s insane boosts to torpedoes makes the addition of the implant marginally useful, but flying a billion isk ship that likely has more than a billion in fitting modules on it makes the implant a fairly small drop in the isk bucket. For everyone else, slot six is likely to just be a utility for more capacitor, CPU or power grid.
For slot 7 there is a choice between the two cruiser sized missile platform [Heavy Assault {ZME-500/1000/2000} vs. Heavy {ZMH-500/1000/2000}] damage or increasing missile ranges [ZMC-10/100/1000 or ZML-10/100/1000]. For those in torpedo or rocket fit boats the added range is nice, but for cruise/heavy/standard missiles it is less useful due to their already long range. It could be argued that you could maximise a sniper cruise boat, but the real question would be why. If you are in a PVE ship- you probably want to get the heavy missile damage implant, for a PVP ship like the Sacrilege consider the HAM damage implant.
Slot 8 really does not have a choice. The two available missile hardwirings are for defender missile [ZMD-500/1000/2000] or explosion velocity. I honestly cannot conceive of a situation where using a hardwiring to boost defender missiles is beneficial. There really are only a few situations where having defender missiles are even remotely useful and having an implant for that is not going to make the difference. On the other hand, if you are using cruise or heavy missiles, the bonus to explosion velocity is icing on an already very tasty cake. While it will not make your cruise missiles hit for more damage, it will increase the amount of their damage that actually gets applied to smaller targets. If you are using the unguided missiles [Rockets, Heavy Assaults or Torpedoes], consider filling slot 8 with something like the Rogue DY [for afterburner cap savings], the Squire CC [for more capacitor] or the Alchemist WA [longer drug booster effects - a whole other set of topics].
Slot 9 for missiles is either for small missiles [ZMR-500/1000/2000 and ZMN-500/1000/2000] or for explosion velocity [ZMS-10/100/1000 - all missiles]. If you are a dedicated Hawk, Hookbill, Flycatcher, Heretic or maybe even Kestrel pilot, the two small missile hardwirings could do you good. Until they make a change to rockets, the explosion velocity is likely going to do you more good than the damage boost. It also has the added advantage of working with any other missiles that you might fire.
Finally, slot 10 is a lot like slot 8. The need for Friend-or-Foe [F.o.F.] is highly situational and not likely to be one that you face often. Thus the need for an implant that helps the explosion radius of F.o.F. missiles [ZMF-500/1000/2000] is not going to be a great choice. The other missile hardwire for slot 10 is one that has a direct effect on DPS by boosting their rate of fire [ZMM-10/100/1000]. This is a great choice for PVE and PVP both.
So to recap [and provide application to the above rhetoric] – here are a few specific suggestions:



