Starting another game, I looked at the bonus ships available and realised that, as always, I was essentially discounting the swarmer-style ships from the get go.
Tachyon Microfighters? Well, if the AI unlocks Spire Stealth Battleships they might be useful, otherwise, meh.
Anti-Armor? Way too fragile unless you've got enough other tougher ships to use as a distraction. Really not useful in the early game.
Laser Gatlings? In principle, they have high cap firepower, but it gets divided into so many shots, and the hull bonuses are so minor that it only seems really useful against other light ships.
Etherjets? Well, actually, I've never tried them properly, maybe these are useful?
Space Planes? Rather like the Tachyon microfighters and Anti-Armor, their real strengths seem rather too situational.
Autocannon Minipods? Fragile and require micromanaging. Of questionable usefulness in the early game.
And just in case someone mentions them, I don't count them in the same category as they're a 'melee' ship, but it has a high cap, so...
Cutlasses? Yes, they have uses, not as good as viral shredders or vampire claws, but still potentially useful. And also younglings and railpods have distinct and noticeable uses and strengths. I don't go particularly out of my way to pick them up, but I don't consider them a waste either.
Then look at it from the other way around; what is weak to these ships? What has problems dealing with massive swarms of fragile ships? Artillery Golems, yes. What else? Anything? Why would I ever say "Oh, yes, I really want Autocannon Minipods rather than Protector Starships/MLRS/Teleporting Leeches." In all honesty, I don't even like Teleporting Leeches that much, but my goodness they have real uses, particularly when you need to take down a Wrath Lance.