I can't think of a lot of tactics per se...most are dependent upon the ship design itself. The Kamori Clans are a good case in point. The Farstriker depend on their missiles to do the damage, as such they want to keep the range open as long as possible. Interceptors are used as their primary anti-fighter/missile defense. Beam weapons have a good range, but lack any real hitting power to speak of.
The Stoneshell depend on their defenses to survive to firing range, at which point their heavier weapons can do a real number on the enemy. But they hurt in maneuver forcing them to use multiple arcs and restricting the number of heavy mounts and thereby the effectiveness of the ships.
The Sandknife on the otherhand are fast, fragile (comparatively speaking) and have weapons that overlap their broadside arcs...allowing them to literally fly by the enemy and rake him over the coals at range. They depend entirely on maneuver to stay out of the worst the enemy can throw at them with fighters added in to sting 'em hard up close n personal.
Essentially you have three main tactics here. Runaway, Charge, and Runaround.
So...appropriately the book should be more a primer on design philosophy with a tactical analysis on the impact your design decisions as they relate to the ship(s). My two-cents. :wink: