oh yeah, as far as evaluating your ships:
"weaker ships" is also kind of subjective, and it isn't just about ships. i've played games with lots of cheap, disposable fighters making up my military. i usually perfer building medium+ sized ships wtih lots of defenses.
i'm not sure if you're playing 1.1x or 1.2b, because the combat rules are different. in 1.1x, your ships are more effective when they're faster and pure offense (at least, that's my feeling). you don't need a lot, and in fact fewer ships work better if you've got a weapons tech researched to nearly the end.
if you're playing 1.2, it's trickier. in earlier versions, the attacker fired first. in 1.2b, both sides fire at the same time. one thing i liked to do (before i started playing with mods completely) was to pick the repair bonus and give myself HP bonuses: "that which fights and runs away... in galciv not only lives to fight another day, but also levels up and gains bonus HP (thus the point of the repair bonus, however if you're playing SD's example mod, there's a repair tech tree, making the initial bonus less significant).
so... the point is, there isn't a perfect formula you can use to design the best ships. the designs that work best are the ones that get the job done. i usually describe my tiny fighters as "cannon fodder" because i don't really care if they live or die. i've rigged my current model fighters with 2 positron torp IIs; after my weapons bonus, their attack is something like 40. even if some of them only ever fire 1 round, it's still worth the ~200 production points in my mind. when i started my last war, i had about 250 of them. i'm down to about 25. no big deal. i swithced my production to a medium sized "fleet model" ship anyway, which costs about 750 production points. however, if one of these ships levels a few times and gains a decent HP bonus, i upgrade it to a "war raptor" class, which has twice the defenses, doom rays instead of disruptors, and costs about 2K if i'm remembering correctly. i do have a huge class, but after fighting these wars i realized i didn't even really need anything larger. it's just nice for my empire's ego
when i started the war, i had my capital ships (about 25 war raptors and 5 huge "roc of domination" class ships) two or three per fleet; the rest of the fleets were composed of defenseless tiny singers with lots of offensive power. the example mod brings logicstical values up to the high 50s (and since the example mod supports mini customization, i copied it for logistics, tweaked the numbers a bit, and paid for 8 points, capping me out at fleets of 60 logistical points). so, my fleets were 3 capital ships and 22 fighers. it'd have balanced differently in an unmodded game to be sure, but regardless the arceans, despite their neutrality learning centers, were only supporting fleet of 20 logistical points. i was losing 2-5 fighers per combat, but the rate of loss was slowing as well. by the time the fleets were down to 10 fighers, the fighers' HP was usually up to 18-22 (rediculous for a figher? maybe, but i think higher HP for a leveled ship doesn't represent a "stronger" ship, but pilots better able to avoid taking the full brunt of weapons fire). it became harder and harder to kill my fighters, and all the while the capital ships i really cared about went unscathed.
besides losing about 100 cheap fighers, about 3 of my war raptors have taken less than half of their HP in damage. big deal, the war is over. the arcean empire, the second strongest player, surrendered to my ally in 5 short weeks. i don't even feel like finishing off the thalans; i'm just gonna start a new game.
but your milage may vary. in 1.1x and earlier versions, pure offense is probably a better way to go. i like the 1.2 battle system a lot more. i just wish the AI in this game hadn't fallen behind technologically. it also seems like the AI, even on maso, doesn't thoughtfully construct fleets so much as set a fleet-building rally point and let the ships fall where they may.