Interesting rundown of efficiency solutions for space travel...
GC2 does a fair job at it if you consider variety rather than specific components to be added through design steps; Colony, Constructor, Transport, Trader, Hull sizes -- all of which are "specialists".
If we were to limit quantity (and, indirectly... probability amounts) of available variations, we'd simplified not only combat or capacities but also, gameplay complexity.
It's not that a game MUST be easy, it's that you have a choice to "create" you favorite context by limiting your designs to general but useful outputs from a shipyard. Otherwise, the win-lose conditions still remain a goal to obtain by any means necessary - including diverse assets represented by your ships, from choices i might add.
Explore with scouts, gain advantages with fleets -- match the enemy's best or lose.
In fact, players provide the fastest & the toughest WITH models which already have a personality if only by extra sensors or more efficient Attack/Defense ratios that require even, range.