My prefered hacking setup is somewhat unusual, but I have found that it is entertainingly simple when done properly. It also has the advantage of being nearly entirely automated. I start with two HWs is my games, so I get to choose 2 bonus ships. I typically make sure I get my favorite, the Spire Blade Spawner. I toss a full cap of those, I-III, along with a full cap of Nienzul Enclaves I-III. Throw in a few Scout Starships, any mark will do but MKIV is best. This is the Hacking Team.
Then I go in and clear the entire planet with my main fleet, except for the command station. After its all clear the main fleet leaves and the Hacking Team goes in with the Hacker. The Hacking Team stays camped on the closest wormhole leading into my space, while the Hacker does its job and I go do something else.
The Hacking Team will kill practically anything that can spawn in a easy to moderate difficulty hack. And even the few pesky Raider starships that spawn will have to get through them to reach my space. The scout starships prevent any sniper shots from taking out the SBSs, while the natural radar dampening will protect the Enclaves. Even if something long ranged like a Z-bombard is spawned, the radar dampening covers the Enclaves still. And with so many targets being spawned the AI will have some trouble hitting the SBS's, since both the Enclave drones and the Blades count as valid targets. A tach pulse will only reveal the hacking device, its still covered from being sniper'ed. And again, pure target saturation works as additional cover.
Now, as for the counter-attack spawns that can result, I used to have issue with those. I have determined a solution for that as well. They work just like a Warp Counter Attack guardpost would. So, if there is enough distance between me and the closest AI Warp Gate, they can NOT spawn inside my territory. Which means they have to get through the front line defenses. By the time I am starting to hack things that can cause that, I already have defenses up that can handle a normal wave. So at worst the spawns get added into the threat fleet. (Unlike Warp Counter Attack guardpost, the hacking response spawns do not seem to be bugged. For those that don't know, for some reason even if there is over 7 jumps between your space and the nearest AI Warp gate, sometimes you still get some counter attacks that spawn deep in your own space. No idea why, seems to be a bug.)
As said before, this setup is designed to automate hacks of a very low to moderate level. But as you add in more automated systems it gets even better. I've done it using the same Hacking Team throwing in MSD set to Nienzul Railpods and Autobombs. It's hard on the economy, but between the Blades, Drones, and the Mobile Space Cannon, really nothing gets close to being a threat until you hit the negatives in Hacking Progress. And if you like to use the Fallen Spire like me, you can back the Hacking Team and MSC up with the FS fleet. Then even negative HP might not be an issue.
For the curious, the initial Hacking Team, SBSs and Enclaves, can be built with 10,500 knowledge. Easily within the starting K with just a bit from a single HW. The Hacking Team also makes for a great team to clear out worlds in the early game. The radar dampening of AI guardposts is of no use against Blades or drones. And neither of the two will auto target anything that would cause AIP.