Entirely untested; totally unknown how sustainable Haven is with this much range and (effectively) base efficiency. [Redirection], [Adaptation], [Fast Deflection], and Arcane Aegis do double duty as survivability and energy economy. I consider the first two to be borderline mandatory on this 'frame, as [Adaptation] is the only way to get any DR on the shields. Aegis allows shields to recharge without needing to avoid all damage for several seconds. This is further bolstered by [Fast Deflection].
This is a very greedy build, in terms of ability efficiency, because Hildryn benefits a lot from every other ability stat, and - theoretically - should be able to handle a lot of shield drain with the above setup. Range affects more enemies with Haven, duration offsets the increased drain per second, and Strength increases both damage and armor strip.
[Corrosive Projection] is probably unnecessary; my thinking was "Pillage strips 50%, and the heat proc can strip 50%, but the heat proc takes a few seconds to ramp up." In practice, a lot of enemies will likely be hit by pillage twice anyway, making additional strip (nearly) pointless. With Primed Animal Instinct near-ubiquitous, [Enemy Radar] is probably overkill. The play might actually be [Sprint Boost], which is a bit amusing.
I'd love if Silence worked on this build, and it's worth trying, but it costs ~1150 shields, which is a hard pill to swallow every ~45 seconds. It doesn't benefit from strength, but telling all eximi and acolytes in 47 meters to shut up seems good.
Condemn is the Very Obvious choice for the helminth ability, but it pays for itself by hitting just one enemy. Especially since it can generate overshields, it feels too good to pass up when Haven is draining as much as it is. Like most details of this build, the deciding factor will be just how well Pillage can keep up with so much drain.