I had to ask in the forum to know about shift-click...
Hmm how about:
Railguns are a very good weapon - I actually think they are better than any medium mount ballistic kinetic because they cost only 7 OP. This is open to debate.
Turrets/fighters do target lead, but it is heavily dependent on crew level. Try to get veteran and elite crew into fighters/craft that rely on ballistics for damage (veteran lashers last about twice as long against missiles than regulars).
Pirate fleets labeled "Armada" or "Carrier fleet" or some other impressive name that only have a few ships in them probably just got their ass kicked - run them down early and you might get a free cruiser. Similarly, look for other damaged fleets, they often don't have enough crew and the extra ship will surrender. This will probably change in future versions.
Armor not only absorbs damage, but also reduces it. I believe the damage done is something like (D^2)/(BA+CA) where D is the damage of the shot, BA the base armor, and CA the current armor of the segment getting shot. This might be incorrect as I'm just remembering off the top of my head from some other forum post - if someone knows the exact formula I'd love to see it
. Neighboring armor sections also matter, so shoot for the middle of where you've allready blown out the armor.
High single shot damage is more useful than spread out damage against both shields and armor: shields overload longer and armor reduces less. You usually have to pay more OP for weapons that do this.
If you don't press A or W or strafe you will coast at whatever speed/direction you were going before, regardless of flux levels/burnout. Nebulae will still slow you down. Ex: get an Onslaught up to 75 going the direction you want. Coast, then turn on shields, and slam through an enemy line. Enjoy! (Note: you can still turn when coasting, just not strafe or accelerate/decelerate)
[EDIT] Ninja'd on the last one