Well, I play DA, but I think it's similar enough here that I might offer some comments.
First of all, look at the Yor ships/fleets in the viewer and see what their offense, defense, and hitpoints are. If the Off/Def stats greatly exceed the "nameplate" values the ship(s) has(ve), then the Yor may have some Red bases somewhere. They may also have put race points into offense/defense, and may have harvested some anomalies to boost their stats a little more. If the Yor have Red bases, go after them, destroy them, and try to build your own there, with extra modules.
Second, even if the Yor have a little of the "wrong" defense, it will seriously reduce the damage one gun ships can inflict. Say, for example, your one gunner has a nameplate rating of 10. Say the enemy has 9 points of the wrong deense. That still give the Yor ship a defense of 3 against your gun (square root of 9). The 10 point shot will be modified by a die roll each shot, with the max hit being 10, in the absence of other modifiers (like Red bases). Then it will be compared to the 3 defense. So, your average shot will be 5, before defenses. Your ship will take a LOT of combat rounds to kill a Yor at that rate, especially if the Yor has lots of hit points to be whittled down to zero. Even if your missile is 25 points, that is its max hit, so it's average will be about 12, then there is the 3 points of defense. If you have taken "luck" and/or Universalist, this will change the math some in your favor, but with a one gun ship it will not help much.
Third, since fleets concentrate on one target at a time, even very serious defense ships cannot survive a fleet engagement if they are targeted. There is simply too much firepower in the late game. As a general rule, defenses start out stonger than offensive weapons and lose ground steadily all game after just a few generations of tech.
I am no expert on this game, so maybe others will have better advice. With that disclaimer, I try to have enough offense on my late game ships to at least exceed the hitpoints of the enemy's largest ships. A typical design might be 240 offense and 120 defense, though I have gone to 400 - 100 designs sometimes. It may depend on if I am beams or missiles or guns, as I vary by what I see the enemy building.
Also, I take Luck always, and think long and hard before choosing other than Universalists. Having Red bases, denying the enemy Red bases, and targeting them first thing are important, very important.