I've been phasing Anti-Fighter weapons out of my fleet since I realized that in most cases, removing Anti-Fighter and increasing the accuracy of a weapon by 1 point leaves the cost almost identical (especially for cheap weapons - the difference becomes apparent with really heavy stuff, but is nonexistent on smaller guns), but improves performance against all targets rather than just against fighters.
And it's not that AFBs and other short-range anti-fighter weapons aren't useful in denying repeat attacks by fighters; it is just that, as with all short-range weapons, you basically end up sacrificing turns of firing (and against strikers, you only get one to sacrifice). Granted, to date my family has largely avoided fighters and their variants as being kind of annoying (especially after the Cruise Missile Massacre when, after seeing the number of seekers I deployed at the end of turn 1, my brother simply surrendered despite having crippled my capital ship group during the shooting phase), and has instead favored big-gun navies.
(also, nice Hiigaran emblem)
Yeah, I got suckered in by the anti-fighter trait, it really is a little pointless. That'll teach me to pay attention to exactly what I am getting with each option. The more I think about it, the more I think that having a force balanced to deal with every eventuality is the way to go. Having a load of striker/seeker launching ships is good, unless your opponent has a ton of high ROF, high accuracy popguns. Having nothing but big giant cannons is good unless your opponent has lots of fast little ships with really long-range guns.
Or I could be blowing smoke out my aft end.