That looks like a great start to ship classes Draginol. When you start running the simulations, I'm sure some numbers will change for balancing, but I like the overall ideas shown here.
Why do ships target things that they aren't strong against first? I.e. Fighters target larger ships first.
Thanks for listening to us, I really hope to see this work.
Other ship class ideas:
Interdictor-Large-Slows enemy fleets nearby
Superweapon- Huge- increased damage against larger enemy ship classes
Wraith\Shade\Predator- Medium\Small\tiny - Ships in these classes would be hidden on the main map if the fleet is made up only of these ships. They only show up if they are within 2 spaces from an enemy fleet. They deal increased damage to cargo hulls like freighters. They could even spawn behind the enemy fleet. These could be exclusive to certain races/ideologies.
Pathfinder- Medium/large - This ship has 200% range and increased movement, but lacks in mass compared to ships of similar size. Used for long range scout and warfare missions.
Skyguard - large - Dedicated to removing fighters, bombers, and other small craft, this ship has high fire rate, but low damage against anything larger.
Raptor- tiny - improved high end fighter that has more mass than it should, increased damage to tiny and small classes.
Heavy assault ship- small- Improves seige rating, weak against smaller ship classes
Raider/marauder/tracker - Large/medium/small - these ships have 1.5X the normal ship movement acting as hit and run to destroy enemy fleets, starbases, and shipyards. They do have reduced mass however. They have a negative siege rating to prevent them from conquering planets alone. When enemy ships are destroyed these ships give credits to their civ based on the ship sizes destroyed. Each class does better against a different ship sizes. This could be exclusive to Xeloxi, and other pirate races.
The possibilities are nearly endless if this is set up and balanced correctly.