While I agree that defenders are a good thing to have,,my approach is a bit different.
Well,,first of all,,I only play on big maps,,and I never bothered playing anything below Tough (Hey,,I had to learn the interface and stuff in my first game!).
That means you will most likely NOT be able to secure your borders,,especially not one HyperWarp is commonplace tech (for instance,,my own transports usually do at least 40).
Since all plantes needs to be protected against surprise assaults even if they have low military production,,the ship needs to be cheap.
Having low maintance is preferable too,,since you'll end up with a ship on each and every planet you have.
On every planet,,I have a Police ship:
Tiny hull
Cheapest gun in the list (usually a mass driver)
Cheapest engine that still can get crammed into the hull along with the gun
Perhaps a sensor depending on what the map looks like
Why bother with an engine on a ship that can only do one damage,,and that only if the target doesnt have any defence?
Simply because more often than not,,the AI will aim for a planet that is inside the outmost ones.
Having a gun let you smack any and all unguarded Transports within reach,,and that engine more than doubles your reach.
You can also hit traderoutes going by,,as well as starbases unless they find time to put guns in them.
Finally,,you can opt to have planets in a starsystem without any shipyards at all,,as you can rebase them within a single turn.
Then why not something sturdier than police craft then?
1) Maintance.
There's always better places to spend your cash.
2) Effect.
The police is there to prevent cheapshots,,not to deal with regular military class ships.
What you have to realise is that no matter how good your defences are,,a determined attacker WILL take them down. However,,you CAN make him pay for it...
Now,,when I encounter a well defended place,,I seldom lose more than one ship.
Why? Because that's why I have my sacrificial anodes: high attack,,low def/hp ships that will take the first volly giving the rest of my fleet free way.
Yet defenders cost me a great deal when attacking...
See,,the price the defender wants to exact isn't hit points but movement points.
Five defenders on a planet without an Orbital Fleet Manager (which by chance is the first building to go on every planet I conquer) will cost the attacker five moment points to clear regardless of how powerful his fleet is.
Applied properly,,the attacker will become bogged down long enough for your real fleet to take care of the problem.