Second, massively changing the game balance right now just isn't practical. There are so many things that we really can't take in to account yet: the logistics of fielding a large ship over a small ship, the cost of fuel, the amount of time it takes to get a capital ship, future ship hulls that specialize in taking down capital ships, enemy captain skills. Hell, later on we could have "hero" pilots that could take down capital ships with a single wing of bombers or something.
Yes, it is really easy at the moment to rofl stomp anything in the game once you have a good capital ship or two, but you can do the same thing with a lot of different fleet makeups as well.
Although I agree with OP's sentiment about oddity of capital ship spam's usefulness compared to more balanced fleet composition (it just trumps anything else when it comes to raw power to FP ratio), this is what I would ultimately stick by because so much of the game just isn't finished yet.
Two additional things to consider... right now fighters/bombers get almost nothing about of the character talents. Once that is fixed (I assume it would be fixed because right now fighters/bombers are just too weak in later phase of the game) even destroyer sized carriers should be packing a whole lot more punch and could threaten capital ships with deadly wings, which would give frigates/destroyers/cruisers a clear role in defending/hunting down these vulnerable carriers.
Second is the affordability and upkeep of ships in grand scheme of things. In a single player game, IMO it's completely ok to have an uber weapon as a 'bonus' to players as long as it comes in obscenely late into the game to not destroy the pacing of the game. We have very little idea about how the overall campaign will pace itself out since what we got right now is really just a single bare bone system with everything tossed in it for sake of showcasing what's in the game.
@DJ Die, The idea behind battleships only made sense when big guns were the primary naval weapons and the size of the ship directly translated into bigger guns (you really couldn't mount a 16" guns on a destroyer, it would wreck the small ship's frame after few shots), which meant better range = more shooting before getting shot at. Even during their prime, battleships were vulnerable to cheaper weapons like submarines and torpedo boats. Then they just got completely phased out with introduction to aircraft/carriers/missiles, with one exception as a source of cost efficient naval fire support. Nobody builds 'battleships' anymore, it's all just missile
cruisers, destroyers and aircraft carriers if you can afford one. Last remnant of capital ships that we have are supercarriers, and even those are under debate as to their practicality because while they are very useful for force projection, they are incredibly vulnerable and require entire fleet dedicated to protecting it.
We don't have that in Starsector. Here, battleships are the best tank, best dps, and their only weakness in mobility is largely ignored by the small map size. They don't need any escort.
its not off-topic you said throwing a lot of stuff at the enemy isnt smart and i just wanted to show you it can be if done right....
It's off topic because blitzkrieg or any other form of modern land mobile warfare is anything but throwing lot of stuff at the enemy. It's not about "throwing a lot of stuff at the enemy... done right", it's about moving the limited resources you have in the right spot to have numerical superiority on that spot even if you actually have less numbers overall. It's about creating local numerical superiority through mobility, achieving breakthrough (which is not done by "throwing stuff at the enemy", but rather done through careful coordination between difference branch/aspects of the military), and following that up with encirclement. That has no relevance to the effectiveness of capital ships in this game, which if anything has more similarity to naval warfare, not ground/air.