A few notes:
1. We're really short on time.
2. We're not actively making very large changes to AI War at the moment, or even wanting to consider enormous changes, as our attention is elsewhere except for the smaller stuff.
3. In general, "total conversion" type of suggestions that are really changing the fundamental nature of the game are something we reject unless they have some sort of special x factor we just happen to be looking for at the time.
4. Yes, shorter posts are easier for us to read.
But in general, this is game about managing large groups of individual ships, using a control mechanic that is well established. Tacking on fleet management capabilities would be several months' worth of work at best, and in the end it doesn't lead to the sort of RTS that I tend to enjoy. It's not that your suggestion is bad -- I think an excellent game could be made along those lines, and probably several have already -- but what you've described would require ripping out around 10% of the codebase and redoing it from scratch. Or it would be just this tacked on band-aid that would be an endless source of bugs, if we shortcutted it instead of doing it right.
I see what you're trying to address, and I'd like to address that same thing as well, but I think that the way you're going about solving the problem makes it more complex than it needs to be. This is the sort of issue that's going to require a lot of thought and head-scratching, and really intricate changes to how the build queues and ship caps and all that sort of thing are evaluated. I've thought about this numerous times in the past, and haven't come up with anything that meets my complexity versus function criteria. I'm open to suggestions in that vein, but overbroad suggestions that don't take into account all the nuances of the existing game, or which try to replace large swathes of the existing game with new mechanics we'd have to build from scratch, are insta-reject for me.