I can appreciate the merit of simplifying and streamlining the strong against/weak against mechanics, that makes all kinds of sense to me, but my problem is that when I'm actually playing the game the result of the way the new system is presented is that I don't know what's strong against what. In the past if I wanted to find a ship that was strong against another ship type, all I had to do was look at the stronger/weaker vs. info. If I want to do the same thing now, I have to find one of the problem ships, determine its hull type, then go find a ship that's strong against that hull type. This is considerably more involved than the old mechanism, and the overall result is that I feel like I've totally, hopelessly lost track of what's good against what. I'm sure that I'll eventually be able to remember the hull types on the triangle ships, but with the sheer volume of bonus ships (and more being added all the time, bless you) I can't see the issue going away with experience.
I'm not sure what the best solution is, unfortunately, but I certainly miss the days when I could just glance at a ship's rollover text to see what I needed to have to kill it.