Hey Andy,
I should probably chime in here right?
The ships in question are the ones I posted here:
http://mj12games.com/forum/viewtopic.php?f=30&t=1729
When I built them I tried to stick closely to the FT stats Z4 gave me. Of course I added my own twists to it but overall the theme of the fleet was one that relied on huge spinal weapons and missiles for their "big guns". I intended them to kill quickly at range. That being said they do that and do it very well.
All and all these ships saw about 20 or so games by the time I played Andy, so not only did I know my fleet pretty well but the designs were pretty pretty lean with not much wasted space. Power gamed, ya probably, but it wasn't intentional. Those 20 are what my regular opponent (Matt) and I refer to as our "Arms Race". I added Marines and teleporters and captured half his fleet... the next time we played he had Marines. He swarmed me with fighters... the next time we played I added anti-fighter weapons to my destroyers.
Having said all that though, Matt and I have definitely implemented a few house rules from our games with the TDC. Capping out multipliers at 3x being one of them. Piercing and Increased Impact can utterly destroy ships with little shields and it got to the point where sometime I'd be rolling 15 DMG dice. We both thought that was a little too good. So now at most the Diplomat's Spinal Laser can roll at most 9 DMG dice in our games.
Another thing that seems to make a big difference in ships designs is weapon arcs. Most of my arcs are forward facing. Matt's are broadsides however. To be as effective as possible Matt needs to have targets on both sides of his ships. In a way, my weapons are more optimized because of their Arcs as the fire isn't spread out over a bigger area. Has this been taken into account in ORAT?