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A no brainer build for an attack ship would be all offensive slots with lasers, perhaps a kinetic gun or two though usually on small ships, balanced shields and plating, at least one movement support module (I recommend hyperium engines at start for all ships) and any other support module slots should be used for increasing energy damage output.
A support ship should include a decent number of flak outnumbering other offensive modules, if your enemy uses missiles. Defense should be balanced, but realize on larger ships the health bonus from plating increases while shields stay about the same. Once again, use at least one movement support module, and use various fleet support modules such as for movement, shield health, etc. These support effects can stack, which allows for things like super high movement points if a seeker hero with movement skills is placed in the flotilla.
I hope all this helps and I would recommend looking up some of the combat guides on the community guides for ES2, as they helped me out a lot.
Optimal? Nope. Good enough for most purposes? Yup =). You can still bring far more troops to bear than any planet can hold and the Titanium A2S modules completely negate the enemy defenses anyway, given just a few turns (since you'll have so many equipped).
You're definitely not wrong, per se, but you also don't need to minmax planetary assaults much, at least vs. the AI (at any difficulty). Human opponents may be an entirely different kettle of fish but I cannot stand online play for most games, so I cannot address that case.