Not technically true quite yet, Keith's still in the middle of writing that code. Should be out shortly though, at which point the advice below will be useless.
Your standard rope-a-dope is fairly simple - get rid of any mobile ships that provide strength from a planet. This just leaves the AI to compare their strength (and that of their strength on adjacent planets) to your fixed defensive strength. When they decide it's a good time to attack, move the fleet back from the planet next door.
As such this strategy will only work if your fixed defences don't still out-gun the AI. And a full cap of Mk 1 turrets on a planet can handily frighten about 2,000 Mk. 2 ships. If you're feeling really lucky you might even want to scrap some of the turrets, then have some Mk. 3 engineers quick rebuild them when the AI is lured in...