Okay I think about a quarter of this is spot-on, about a quarter is debatable depending on situation, and roughly half of it is just dead wrong. It'd take too long to go through it in detail, but I'll just point out for example the Squall, for which nearly every sentence is incorrect:
Squall - a missile launcher that the AI happily spams, usually achieving nothing, until it runs out. Mandating the usage of ECCM and Expanded Missile Racks for nothing more than some additional shield damage. Usually it's better to have something like Locust covering you I suppose. Though missile options recently have been just kinda awful.
The Squall is one of the most powerful large missile weapons. If you have a large missile slot and aren't sure what to put in it, I'd recommend putting in a Squall by default. Not only does it do decent shield damage at very long range (2500 su), but it sends the enemy fleet in disarray and puts them on the defensive, which is one of the most important battle objectives a weapon can achieve. It also overwhelms enemy PD which allows your other missiles and fighters to get through.
The Squall is able to do shield damage before the fleets engage each other, which is critical for driving up enemy flux and therefore disabling the enemy offense. It's not just "some additional shield damage", it basically softens up the enemy for you to finish them off and serves as a form of EMP.
The Squall shouldn't run out unless you're taking on really big fleets or your fleet is ineffective at killing the enemy fleet. Against double Ordos, with elite Missile Spec (so the missiles fire 25% faster), I'm seeing a bit more than 200 fired per Squall throughout the fight. With Missile Spec giving it 320 ammo, it should last through about triple Ordos. If you're using both Missile Spec
and Missile Racks, it should last through quad/quintuple Ordos. Obviously the player never needs to fight fleets that big.
Squall vs Locust -- if you have one large missile slot, generally use Squall. If you have two, generally use one of each. Locust is useful for generally sweeping the nearby space clear of fighters, smaller ships, and some PD (they'll take out quite a few missiles just from sheer number of projectiles). But it's usually better to make sure the enemy fleet doesn't endanger you in the first place, in which case the Squall is one of the best weapons to use.
The missiles are arguably the strongest slots in the game, particularly large and medium. They are flux-free so they can be used even when under pressure, and most of them track so they can shoot through allies (don't need to worry about line of fire). Larges have Squall and mediums (and smalls) have Harpoon, both among the best in the game. It's no coincidence that when I try out and compare different ships/fleet setups, Squalls (and Harpoons) nearly always form part of the best fleets. The Squall is simply one of the most useful weapons the player can use, in one of the most useful weapon slots.