I think Faulty is right on this one. Condensing those starships down to a 1-2 ship cap would be a good improvement.
For reference, currently:
Fighters have approx 15M*mk cap-health, 50k*mk base-cap-dps, and 300k*mk bonus-cap-dps. They're basically the best of the triangle in raw numbers (bombers have better bonus types, but lower dps) but the other two aren't far behind.
Spire Starships have approx 16M*mk cap-health, and 240k*mk cap-dps (no bonuses, the "bonus" is "did you actually hit something every frame of those two seconds?"), so it's a bit more durable and 80% as much dps as the fighter. Basically these numbers were intended to make this the "glass cannon" of starships, though not quite glassy due to starships generally being pretty durable. Either way, overall, these things can do a lot of damage if the target's polite enough to hold still.
Zenith Starships have approx 24M*mk cap-health, 50k*mk base-cap-dps, and 200k*mk bonus-cap-dps, so 160% the durability and 66% the dps of the fighter. They're also pretty short ranged, more of a brawler than the spire starship by a significant margin.
Tinkering...
The bolded portion of the quote is the main problem with Spire ships in general. The Spire Starship does great against stationary targets. Against fleet ships, it does great damage for half a second, and then has to wait a reload cycle to retarget. Micro does help a lot with these, but at that point, I would rather use another Starship--Raids for hit-and-run, Plasma Siege or Heavy Bomber for damaging tough targets, or Riots for all-around disabling happiness. I only use Spire Starships when I have no other way to deal with Gravity effects.
Note that other Spire Ships don't seem to have the same problem. Here is why (in my opinion, of course):
Spire Champion: Champions, in general, are designed to be microed. It's almost expected that the player will assume manual control to get the most out of the super ship. Modules help too.
Spire Modular Fortress: That's a lot of Modules. IMO, the main weapon of these is worse than the other forts because of the beam.
Imperial Spire: Can you say "terrible, terrible damage?" Their damage rating is so high that the beams are like Wrath Lances of Doom to most fleetships (which is kind of the point of Fallen Spire
). Also, modules are a major bonus to DPS.
I haven't tried the Spire Corvette, so I am withholding any judgments about them.