... is absolutely required:
1. The biggest argument against it is that missiles are finite and you will run out of them eventually. This is utter BS. Yes, they are finite, but there are numerous ways to increase their number, missile racks, missile autoloader, officer skill. By the time you run out of missiles, the battle is already won, because your enemy has literally run out of ships. I say there's too many missiles at the moment and it's not uncommon for missiles to last the entirety of the battle, with plenty to spare.
2. They should cost flux to launch. One of principle rules of this game is that you need flux to attack and defend. The more you attack, the less you're able to defend, because your flux is nearing the danger levels. It's an elegant way of making glass cannon ships weaker, ships too focused on dealing damage and weak at defending themselves. Missiles break this rule, disregard it entirely, you can spam them very happily from glass cannon ships without any flux consequences whatsoever. If launching a wide salvo of harpoons or atropos built up your flux, you'd think twice how many of them you link and launch together. Now it's just: fire away.
3. They are too powerful. Too fast, too strong. Break through armor too easily, they actually make armor pretty useless when you think about it. Overload enemy shields, fire a Harpoon at him, done deal. You don't even need anti-armor weapons. Many of them become ridiculous with ECCM (Squall especially) and officer skill. While guns are specialized to be anti-shield or anti-armor, most missiles really aren't. Yea Squall and Sabot are specifically anti-shield, but everything else you can happily launch at fully shielded ships and overload them. Try a Hyperion with Typhoon in the middle slot, for example. A Pegasus with four MIRVs can erase entire fleets of destroyers and cruisers just by spamming same missile whether their shields are lowered or not. Crappiest frigates with heavy torpedoes can deal way more damage than they should be dealing. Say, Vigilances with Reapers.
4. AI ships aren't built to deal with missiles, PD is scattered and random on AI ships. Fighters have no role wiping out the incoming missiles. You land so many ridiculous hits even with unupgraded torpedoes. Worst of all, autopilot is really bad at dealing with missiles as well, ships keep backing away from missiles that can't hurt them. This mean a fleet that's heavy on missiles can create a lot of space around itself just by spamming things like Squall. This pushes enemies back, prevents them from engaging most of their weapons, gives you advantage if you're built for longer range engagements.
In summary: Too many, too strong, too cheap in DP and flux-free to fire. The "I win" button of this game. Something has to change here. Please kill the missile spam.