https://imgur.com/a/3FfvWzG
To me-
S tier- basically game breaking. Clearly too good/designed to end the game.
A tier- never ever sad to have in my fleet
B tier- more than happy to have at any point, but might drop for an A tier if i feel like trying harder.
C tier- serviceable but probably not in a late game fleet.
D tier- the only ship i have in here is an afflictor that I don't recognize...so if i did have one i'd say "ship that could use some work"
E tier- Stuff that seems meant to be in a player fleet that probably should never be in the player fleet.
F tier- Arguably a waste of asset work/target practice only.
I should add than anything down to C tier i'll usually play with in a themed run where i try to impose rules on myself to make things more interesting.
In general i think people sleep on a lot of the hulls because there really isn't any in game reason to experiment with them, but things like the venture/condor pull a lot more weight than given credit.
I've seen some changes I can understand, some up or down for one tier or two, but. What about Mora? It's tanky, but it's not that carrier should have. Atlas mk.2 with a burn 6? It is good for a DP cost, but campaign-wise absolutely not.
I see people likes Lashers, but anyway, it's only for early game.
Legion S tier, Onslaught A tier — burn 7, both slow AF, has many weaknesses. I do must say, my Onslaught well helped me destroy couple T3 stations, but I would not take it to ordinary battle.
Mule, Venture, Gemini — at some point they are necessary or given at start, but honestly, I try to get rid of them asap. From my pov they can win in a battle only if they outtime their opponents since that types of ships has great peak operating time.
Also I put monitor in S tier because with some perks it can indefinitely tank stations most heavy fire which helped me a lot. It is really game-breaking.
Mora's stats/slots make it flexible as hell, and it's a ship I don't mind piloting and throwing in AI hands. You can load it up as a backline, shoving all the OP into high cost fighters/bombers, or you can give it some basic fighters (vulture/khopesh sort of thing), a few half decent guns, and let it brawl like a god on the front lines. The AI is stupid good with damper fields, so you can also make them walking PD platforms that will just not die. They're obviously slow so they're not great at escorting faster ships, but I will ALWAYS take more mora's. Easily one of my favorite ships in the game in that it feels very powerful but not absurdly so.
Atlas- I modify my fleet depending on my mission.People worry about burn rate too much. If you're going pirate base/bounty hunting and need some damage the Atlas is more than fine. It's not something I want to be lugging around all the time (and sometimes i'll spend OP to get the burn rate up or get a tug) but it has uses. Once i start getting better capitals it rotates out of use usually, but even then as an artillery platform there's very few options that compare.
Lasher- Totally disagree they're early game only. Having a small squad of 4ish lashers/wolfs is crazy useful for the mobility alone. Group them up and send them to harass on the flanks and keep the AI worried about letting them behind. You lose them, oh well, they aren't tempests, and as the enemy fleet stretches you can send them in and snipe off carriers. People vastly underrate mobility becuase it's not as useful in AI hands as it could be, but with just a little effort you can get pretty big rewards out of them. Granted you don't NEED to because you can also faceroll everything flying only destroyers and up, but I always like having frigates in my end game fleet, especially disposable ones (i don't like risking tempests given they're so insanely good).
Legion- again people overhype burn speed. It's not that hard to get around, and for a legion it's 100% worth it. It's like a bigger mora. Throw whatever the hell you want on it and watch it wreck shop.
Onslaught- more burnspeed being whatever. Onslaught is hindered by its flux/op issues, but I'd still rather have it than a lot of the ships mentioned. Burn drive in player hands can get you quick kills on critical targets, and while arming one is not easy, it can still fit a multitude of roles and be a constant threat. I usually throw missile racks on it and just load it to the brim with missiles and then whatever supporting weaponry fits.
Venture- Super slept on. It's a missile platform, plain and simple. Treat it as if it was a destroyer sized gryphon with cruiser armor. I generally have one or two in the early/mid game as support missile platforms to help lob sabot's/harpoons wherever is needed, and the salvage bonus doesn't hurt at all. I think ships like this should matter more, and for longer (cargo and money should really be more limiting than they are imo), because as is everyone overlooks how powerful something like this can be when kitted out properly.
Gemini- Yeah you'll rotate this out eventually, but like the condor I think this doesn't get a fair shake. It's insanely outclassed because your other mobile carrier option is one of the best ships in the game, but I'll cart 2-5 gemini's around well into mid game, usually kitted out with PD + salamander + whatever wing I want to support with. Mule actually winds up fitting a similar role because I almost always put converted hanger on it(making it much better imo).
Buffalo MK2- someone else mentioned it, but i'd probably but this in C-. They're a bit hard to use right at first, but the amount of burst these can bring to a fight for their Deploy/Cost is nuts. You do need to retreat them when they run dry (wish there was an auto order for that on missile ships) but having a few of these with different loadouts escort a venture is a common thing for me in the early game.