soloing is immensely silly in general and i hope it goes away eventually anyway.
Something to consider is that the way the early game is set up, it trains the player from the very first battle to solo enemy fleets with a single ship. It's nice if you start a new campaign and the RNG is nice enough to give you a single pirate Hound or something equally simple to fight, but you're just as likely to run into a Hound, a Wolf, a pair of Kites and a wing of Broadswords or similar small fleet. At level 1 this is a challenging battle, probably impossible to a new player but quite doable for a veteran. If there's a way to beat such a fight without kiting for minutes in my single ship I'm not aware of it though.
I don't see how it's possible to eliminate this style of play without fundamentally changing the entire StarSector combat system. When I first picked up this game, energy weapons were king because all ballistic weapons had ammunition limits. This did even more to encourage long fights and kiting because high-tech ships could outlast anything with ballistic armament, lasers and HBs would go on firing long after every HVD and Vulcan ran out of ammo. In an attempt to discourage players from soloing entire fleets with a single Medusa, Tempest, or Hyperion various changes were made such as the CR timer and giving most weapons unlimited ammunition. In practice this means that half the ships in the game can now be used to solo entire fleets with the right character and player skillset.
What changes could be made that would remove the kiting aspect of combat that you don't like, but wouldn't make the early game crushingly difficult?
first, thank you for posting as it was very insightful.
fundamentally though i do not think there is really a conflict. IMO, larger fleets should mostly be required to have a dedicated support infrastructure, like repair gantries, tugs, freighters et cetera. a player fleet that consists of a single wolf isn't vulnerable in the same way a massive fleet with civilian ships is, and there is a big difference between a large fleet deploying a single ship and the enemy refusing to simply fly past the that ship, ignore it, then shoot the rest of your fleet and a fleet consisting of a single ship deploying only that single ship.
in the first case, it makes no sense for the enemy to perpetually ram their heads into the wall and die slowly when there are more tempting targets past the one they have no chance of catching, and the second case where it's just a single kiting wolf shooting you. in general though the AI has gotten less and less capable of judging winnable fights with the addition of officers and other massive skill buffs. many of the root problems in the new patch stem from it's inability to judge it's probability of victory correctly.
in my mind, there's a huge difference between a wolf kiting a few frigates to death and a fleet consisting of like 15 ships deploying a single medusa that the enemy pointlessly crashes into even though they have no realistic chance of victory and there are easier pickings elsewhere.
you can remove one without necessarily removing the other, IMO. many suggestions in this very thread would not hamper the player's ability to deploy just a single lasher or wolf, while hindering (but not removing, probably) the player deploying a single high tech ship and destroying fleets singlehandedly.
i should emphasize that soloing fleets in a medusa isn't REALLY what i'm trying to kill here, i'm just pointing out that within the current deployment system the enemy is simply incapable of deploying to attack ships that are actually vulnerable to be attacked, like nomadic_ noted, the enemy crashing their warships into your extremely high-tech murderdeathkillboxes when they should be trying to shoot support ships or weaker warships instead is foolish, and the real problem under the current deployment system is that they have no choice. the battlefield is a "deathbox" and no attacks against the rear echelon (IE, the ships the player has not chosen to deploy) is possible.
this provides a disincentive for many theoretical types of fleets that could exist, but currently don't, like convoy raiding fleets, dedicated pirates, escort fleets, etc.
there are many ways to sort of break up this current meta, my favorite probably being a tactics system that allows you to affect the enemy's deployment ability (or improve your own) such that you can force them to deploy ships they don't want to, or force them to deploy in certain areas of the map, etc. this would buff the leadership tree (which sorely needs it) while making fights more interesting than simply "two warships enter, one warship leaves"
furthermore, it would provide a use for combat freighters, blockade runner ships, flak-based escorts. fighters. all things that need alot of help. as it is, pretty much the only ships that are useful are dedicated warships with as hard armor/shields as possible and as many guns as feasible (while still retaining decent fluxstats to fire them)
in short, it would improve the ship diversity in the game, improve battles to be about more than "move to center, fire gun" and add in new tactics and new fleet compositions.