@galacticdoom
I thought the defenses on your ship would be 35/35/35 with 25 defenses of the proper category and twice the square root of 25.
As Sole Soul mentioned as well, defenses are depleted during a round. This was done so large numbers of small ships could take down larger ones. As such, large fleets can wear superior ships down.
As to fleet combat versus single ships:
Before version 2.0 I favoured the single all-attack massive hull approach (though some might call it exploit). You just take the largest hull in the game, install as many weapons on it as you possibly can and set it loose on the galaxy. The idea would be that the attack of the ship would wipe out your opponent at least as fast as he would take your ship out. Then, being the largest ship, you would survive the battle. As ironic as it may sound: all-attack vessels can be invulnerable.
With version 2.0 weapon techs are very, very expensive so I've switched to another 'tactic' involving fleets consisting of two parts:
1) The Ice Breaker: A large ship containing a single weapon, a fleet module and lots of defenses and improved hull points. This ship is intended to draw all the fire of the enemy fleet.
2) All-attack ships: as many high-attack ship as you can fit in your fleet. These ships won't be fired upon as long as the Ice Breaker is present so they won't need defenses. It is their job to grind down the enemy while it is occupied with your Ice Breaker.
I've found this approach to work wonders with the new version, giving defenses a place in my planning for the first time in a long while. Obviously, you need to be able to match the enemy's weapons with your defenses but seeing how expensive weaponry is to research, you can adapt in a relatively small amount of time.
Should the game progress long enough that you begin to reach the high-end weapons, it may be better to switch to the single all-attack ships of doom but until then, I've found these fleets to work well.
I hope this helps.