This is a problem that's been around for quite awhile, which I think we first started discussing back in the ~6.0 era, but which, in light of other, possibly more important issues, has been put on the backburner numerous times. I think now, at the start of 8.0, is a good time to bring it up again, and see where the community stands on this issue.
My current beef with the modern system of balancing is that it leaves a lot of overlap between roles. In fact the roles themselves have often been muddied to the point that they don't really matter that much anymore. I typically don't find that it matters what is in my fleet composition as long as I'm keeping it alive and moving it around together. When choosing what ship best fits my composition, there is almost always a clear and easy choice, because with so many overlapping functions, one always comes out on top.
Many of the roles have become so superfluous that some of them are barely used, and are clearly (mathematically) the inferior option. To give an example, when it comes to the issue of crowd control, Beam Frigates, Grenade Launchers, Electric Shuttles, Lightning Starships, Lightning Torpedo Frigates, MLRSes, and Spire Railclusters all do the same thing in slightly different ways. However, if your goal is crowd control (killing many small ships), in the most cost efficient way possible, there are clear choices much better than the rest. This is because in the end, the verdict comes down to pure DPS and survivability anyway. The armor and ship hull mechanics make almost no difference, and this is applicable in almost every other situation as well with our current balance.
The problem is exacerbated by the fact that small, high cap ships are clearly inferior in unquantifiable ways to their less numerous, tougher counterparts. In this case, the Spire Railclusters and the Lightning Torpedo Frigates are both immune to most forms of instagibbing, yet pack nearly the same punch as their weaker, more plentiful cousins. Maybe the cap DPS is higher for the higher cap ships, but why does it matter when half of them get obliterated in a single wave of a needler guard post or laser guardian? Especially in attacks on the AI Homeworld, high cap units just DISINTEGRATE within seconds. They are also vulnerable to Ion Cannon fire, swallow and the like, and to top matters off, their higher quantity makes attacking into Eyes an even bigger threat.
There is almost no advantage to having higher cap numbers in this game. I can't think of a single advantage. Lower caps are usually more cost efficient (you can repair them instead of rebuilding), have numerous immunities, don't trigger Eyes as badly, are less vulnerable to aoe attacks, and can be microed more easily to ensure individual survival.
To conclude, I want to point out some of the major flaws with the current balance:
1. Hull type and armor mechanics nearly irrelevant.
2. Low caps significantly better than high caps in almost every way.
3. Major ship overlaps in almost every role, yet the winners of said overlap are usually the low cap/high dps option.
4. Many unique mechanics are thus rendered obsolete, such as polarization and armor rotting either because the mechanics these work on are useless or because the best ships are immune.
5. So many immunities makes some of the most exciting mechanics irrelevant (parasitism used to be amazing, now half the cast is immune).
6. Players are punished further for using the worst kinds of ships (AI Eyes).
7. Starships a more viable option in most cases than fleet ships because of their low cap/high immunity (the fact that they cost more is irrelevant, players aren't going to do major attacks without full caps anyway).
8. Cost mechanics as a balancing method makes almost no difference, it just increases the time a player has to wait between attacks. More expensive, durable units are always worth it.
I want to point out that all the balance flaws I've pointed out in no way makes AI War a bad game, it is still fun as hell to play even though (in my opinion) 25% of the bonus ships are vastly superior to the others. However, I think that if we came up with a viable solution to these problems, and gave each unit more unique roles and balancing techniques, it could be even better than it is now.
So let's discuss.