Maybe when you hover over a ship, the sidebar highlights all the ships of opposing factions that counter that ship?
You could simplify it, and I had been monkeying with translating the hull types and damage bonuses from AIWC into a set of defense tags and weapons that ignore those defense tags, which I think could be simpler and easier to eyeball. Others wanted a more simulationist game, though, and I got stuck trying to represent things like the difference between 'light' and 'ultralight' without it getting super complicated.
Again, though, I think the right solution here is to just make sure that every ship can be summed up well enough that you can intuit the counters. If a ship boils down to 'slow, but kills small fast ships from far away', then you know immediately what it counters: small fast ships! And it's slow, so it's countered by ships that boil down to 'kills big slow things'.
The intuitions also need to be conveyed, or they don't do anything for anyone. What the heck does Polycrystal hull mean in the fictional world of AIWC? I played hundreds of hours of AIWC, read almost the entire wiki for it, and I don't think I ever had any freaking clue what the heck Polycrystal means, it was always just 'that hull that bombers are made out of so they counter fortresses'. Then I tried to figure out what the heck was going on with the hull type and damage bonus system, and that's when I finally realized that Polycrystal is fragile but extremely low radar profile (to block missile locks) and also ridiculously heat resistant (to block the Flame Wave shots of Fortresses). Is that even what was intended? No idea, so far as I can tell the hull types are not explained anywhere. It's not even consistent, because Hydras do full damage with a Flame Wave attack to polycrystal hulls. But I think if it was explained that way, and the fiction kept consistent, I think it would be easier to intuit counters.