The big things that matter are polycrystal, artillery, light, structural and ultra-heavy. Those are your biggest foes that are in every game. If it isn't one of those, it is chancey. Ultralight is useful for raid starships if the damage * multiplier is above 150k or so though.
You can add in a microing fudge factor if needed, but ideally you balance it and add features so that microing isn't really that useful. The farther apart the various speed and ranges are (on a logarithmic scale not a linear one) the less harsh any potential microing becomes.
Ideally the game would just do it for you, and it's kind of there to some extent on some things like Raptors or Bombardment Ships. I wouldn't mind seeing ALL ships do that to their various ranges. I have other things I want to talk about instead though than start a riot about removing ship microing inefficiency from the game.
It is one thing I REALLY liked about R.U.S.E. All the trivial things like making sure troops that are just going to needlessly die in one shot to tanks run away the game does for you. All that's left is to make the correct decisions, counterdecisions, counter counter decisions and so on. It's more like chess than Warcraft 3. It was very different and a breath of relief from micro-heavy games.