Did you miss the part where I said this post in tongue in cheek and I have 20 hours in the game? It was more a joke on what seems like the best options after such little playtime and if you want to correct some of this go right ahead I'm happy to listen
Sure, always happy to help. Let us get started:
1) Any fleet using more than 2 supplies a day is unacceptable
After beating tutorial you gain 15k/month stipend, this alone is enough to sustain a medium sized fleet while doing absolutely nothing. Add a few salvage ships to your fleet and forget about buying supplies basically forever.
2) Any weapon with less than 1000 range is also unacceptable, the plasma cannon is an exception range is king in space games
Any weapon above 450 range is A-okay as long you're not dueling bigger ship. As a general rule, 1000 range guns are dedicated support/suppression ones with terrible DPS. The most powerful guns have 400-700.
3) Ballistic point defense does literally nothing, if 6 missile are flying at me 6 are hitting
Vulcan is the strongest anti-missile PD. Kinetic guns kinda suck, but still are more or less effective against shielded fighters. Plus their flux cost is almost negligible.
4) After the first 5 or so bounties of a new playthrough the carriers start showing up and make bounties close to impossible
Carriers can't deal any damage to bigger ships if you have a half-decent PD coverage. The real trouble are capital ships and cruisers in MASSIVE numbers.
5) Enemy carrier AI is pretty good, friendly carrier AI is pretty bad I always have to hit tab and give them a target otherwise they just float away from combat not doing anything
The AI is the same for both parties, the only thing affecting fighter behavior is Fleet Doctrine. Aggressive/reckless AI (or officers) will prefer attacking, steady/cautious/timid are more concerned about protecting allied ships.
6) Having a limited amount of Command Points is a strange feature that makes me not want to use them at all
You can give infinite amount of commands for a single point, as long as the game is paused. Still not enough? Grab a skill, install a hullmod, capture a point.
7) The rock paper scissors style of damage has lead me to mostly using energy weapons, I would much rather have 100% of my damage 100% of the time
Energy weapons are jack-of-all trades, performing below average in every situation. You literally can't overflux a Radiant or strip armor from Onslaught with energy pew-pews. At least not until friendly CR hits 0% =/ Specialized damage is the only way to win flux wars and melee brawls.
Maneuverability wins, it's pointless having a tanky ship that just has to sit there getting shot much better to be able to move even if you have a paper hull
Most of the times, sure. Or you can rely on extremely long range alpha strikes, missiles, fighters and dominate fast paperboats like no tomorrow. It's not like AI is smart enough to kite you around and not rush forward under heavy fire.
9) You have to pay officers every month, better to fire them right away than have them eat up my credits
Officer is a force multiplier, making ships 2-3-4 times more effective. Not as good as having a few extra ships, but they do not slow you down, have no supply/fuel upkeep and also immortal.
10) Outfitting a ship for the AI is hard since it will never use it correctly
They are pretty competent with simple ship systems. Omen, Hammerhead, Sunder, Drover, Falcon/Eagle and a dozen more ships are more than okay in AI hands.
11) The min/maxer in me needs a planet with 100% hazard, farmland, ore and ruins and has to be close otherwise I will never establish a colony I've yet to find a perfect one and actually set up a colony I'm not sure I ever will
Every planet below 200 hazard is profitable, even without AI cores or skills. You don't need food or ore, and ruins are absolute garbage. The only thing that truly matters is accessibility bonus.
12) Surveyed one planet, surveyed them all
Not sure about that one. There are unique conditions, ruins and even small events with locals requesting trade and stuff.
13) Frigate and Destroyer combat is fun cruiser combat is a slog
Depends on a cruiser. Falcon, Doom, Apogee and Gryphon are extremely fun to fly. So are Conquest/Onslaught with their insane firepower and mobility systems.
14) Missiles are a waste of Ordnance points, they miss or get shot down and run out of ammo better to leave the mounts empty and get more vents or a hull mod
They suck by themselves, sure thing. You need to occupy enemy PD with something (fighters with flares, locusts, etc.) for them to be effective.
15) LP Lasher with 2x light needlers and 3x LMGs is the most fun you can have in a video game
SO builds are kinda ok against smaller fleets, but they cost a lot supplies in CR recovery and tend to die in any kind of prolonged combat. I've almost never used them after my first 5 or so hours in Hammerhead.
16) Phase ships make me want to cry and should be deleted
Default loadouts for phase ships are terrible, they cannot deal any real damage. Most of the time poor guys would simply float around, lose their CR and die due to engine malfunction.
17) The early game when it's a struggle is a lot of fun, massive fleet fights not so much
Both are great fun if fights are difficult and demanding in player skill department.