Hi there, I recently bought this game and for a first time experiencing this franchise I find the designer and making fleet builds really interesting.
So tinkering around a bit with the designer has produced some... Interesting results in the way of fleet potency and I am interested in what you have come up with as well, since surely I am not alone in this!
The five medium jammers.

As you can see, they have an evasion rating of 125%, you can make due with just four but then you run the risk of actually getting hit if your opponent got accuracy or an accuracy increase from tech. Basically having the most basic laser will still make you win.
I see this being a bit too hard to realise in multilayer since evasion rating from feet sharing modules does not show anywhere until you are actually looking at a battle. Might make it too late to make a change towards researching accuracy equipment if you are already doing battle.
The swarm, strength in numbers.

Here you see a fleet of small support ships, initially designed as a logistics filler for bigger fleets that didn't require any special resources. But I thought, "hey does all these benefits stack?". They do... They do.
If you don't kill them they will have a repair rate of 36. Not that I know what this actually means in repairs per second, but I know that a repair rate of about 15 can keep a capital ship running almost indefinitely against a 'normal' fleet.
Though this build has a weakness, enough burst to get through the health in one go, so that repair does not get a chance to react will work and once you kill one the whole fleet gets a little weaker, making the next kill easier as well.
Possible remedy to this might be to smack a big health sponge in place of 5 of these supports. It should have the health to survive any reasonable burst, as I did in the image.
Sharing is caring.

Here is a large and capital fleet, designated as guardians (large) and capital (well, duh) made with one of the most common resource in all of my games at least, durantium. See something funny about the damage numbers and range? Not only that, but this fleet has a potent healing as well and the damage could get higher if the lonely support got traded for another capital or guardian. Not that I know if it would matter, basically everything gets killed in the first volley already and with that range, not a lot of shooting back is allowed to happen.
But this fleet has its weaknesses, the defence is most certainly traded for offence, get more range or equal damage in your fleet and you are on a equal footing at least.
Now, I shared what I've made so far, now it is your turn! 