(I would suppose I am on the other end of most players, as I generally play whatever the meta of a game isn't. For the most part.)
Well, from my perspective, everyone else isn't playing meta, because you people aren't soloing everything you can, so don't feel so special.
I usually play "themed campaigns" meaning I pick a tech level and a faction and try making it work, trying to avoid most of the meta-broken stuff (Sparks, Drovers and carrier spam in general, overridden Hammerheads and so on, I'm happy they're all getting nerfed by the way) aswell since I find the effort of trying to make things work with limitations coming with "faction roleplay" is both challenging and refreshing every time and with the boon of finding out new strategies and ways to make otherwise disappointing units work.
This is ironically how I finally realized the Conquest was good a year or so ago. It was in my third ever campaign (the last vanilla campaign I played since I think) and having already played Tri-tachyon (first campaign) and Hegemony (second campaign) I tried midline and I was stuck with the Conquest as a capital so I had to squeeze all my brain cells in an attempt to make it work, until I inevitably realized that incredible mobility, massive flux dissipation combined and more burst damage than most enemy ships could possibly handle make for an absolutely lethal ship that can be customized to fill a staggering variety of roles.
Ultra long range asymmetrical sniper? It can do that.
Disgusting Hurricane vomit? Yep.
Symmetrical brawler and frigade-destroyer-cruiser bully? Oh yeah.
Mjolnir spam for the greater good of dakka? It's going to be pretty.
The beautiful double log of absolute pain also called Conquest is up there with both Odissey and Legion as the best vanilla 40FP capitals in the game, no doubts. It's just a caesarean section to figure out for new players.