I'd just like to point out that 2x damage against Light isn't saying much. Light hulls typically have fewer hitpoints and lower armor values (ditto swarmer and close-combat, although CC can be all over the place).
One of the reasons why I having the Ultra-light, Light, Medium, Heavy, and Ultra-Heavy hull types are a, well, a flawed use of the mechanic. If they are typically assigned based on what their name seems to imply they should be (Light generally going to the small, lightly armored (numerically), low HP stuff, heavy to the large, heavily armored (numerically), high HP stuff), then that inherently cheapens how useful multipliers to the lower end of these are, and artificially inflates the value of the higher end of these.
I understand that the intent is to sort of describe how "thick" the armoring of their hulls are, but isn't the numeric armor stat supposed to model this?
Sure, there are some exceptions (Raid starships are an actually pretty durable ship, both HP and numeric armor wise, and are given the Ultra-light armor), but the general pattern holds well enough to cause this "skewing" of usefulness.
EDIT:
Light hulls typically have fewer hitpoints and lower armor values
Fighters are actually pretty durable.
Another good exception.