Looks good. Some notes:
Strafing: Put a hint that its helpful to almost always use mouse-strafing when using a ship with mostly forward fixed weapons and shields.
Hard vs Soft flux: Ship systems may also generate flux, which type and how much depends on the system in question.
Ballistic Weapons: Worth mentioning that ballistic weapons tend to be either kinetic, explosive, or fragmentation.
Energy Weapons: Worth mentioning that energy weapons almost always have the energy damage type.
Universal: Universal mounts actually can only mount the same sized weapons, e.g. the Mule cannot mount tactical lasers.
Linked vs. Alternating Groups: Worth mentioning that linked weapons will only fire if they can fire in the direction you are aiming at, alternating weapons will always fire if it is their turn to fire.
Autofire: Except for the Pilum and I think the Hurricane MIRV, missiles will never autofire. Add hint that rebinding the 'toggle autofire' keys may be recommended as the default keys make it harder to change weapons while mouse-strafing since they both use shift. I recommend rebinding from Shift# to Control# as Control is close and isn't used for anything else.
Low-Tech Ships: "Unmatched forward facing firepower" doesn't seem like it is necessary to mention, as forward-focused firepower seems to be a common to most ships rather than low tech ones specifically.
High-Tech Ships: Also worth mention that High-Tech ships are often more powerful and correspondingly more expensive compared to other ships in their size class; most notably the Hyperion, a frigate with cruiser-level cost and battlefield utility.
Giving Orders: It seems you are mixing how the current system works with how it will work in the next update, which will create confusion; you should probably leave a note about it or something. 'Capture' will automatically become 'Control' when completed, when point is lost 'Control' converts back into 'Capture'. 'Assault' is not applied to enemy ships, 'Engage' is. 'Intercept' is missing. If a 'Rally Strike Force' waypoint is present bombers and support fighters will go to it on the way to their target. Add hint that assigning escorts is a good way of keeping fighters from running off on their own and doing something suicidal, like trying to solo an Onslaught.
Battle Objectives: You put both 25% speed bonus and flat 25 speed bonus for Nav Buoys, only the latter is correct. It also gives a 25% maneuverability (acceleration and turn speed) bonus. Sensor arrays also grants 25% sight range bonus when captured and also has a very long sight range itself.
Fleet Goals: Mention that if one fleet tries to escape and the other tries to defend the escaping fleet will automatically get away without going into battle.
PART III
Shields: Some ships have armor that is too weak to be able to safely turn off shields when faced with kinetic weapons fire, e.g. the Omen. Shields on these ships should only be dropped when the ship is safe.
Deployment: After deploying the necessary fighters and frigates it may be worth sending in the slow ships next, sending your slowest ships too late might mean they won't arrive in time to be useful.