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Is there the best possible "kinetic"? Equip her. And use the appropriate combat tactics cards for close range. Look at the design of your opponent's frigates. do they have lasers and armor? answer them with better kinetics and energy shields.
Your ships of the starting design will come in handy in the middle of the game as kamikaze scouts
The one exception is that, when playing races with more weapon slots to work with, I may toss a flak module for safety's sake. Otherwise the early defender class gets loaded with flak & flak boosters to serve as cheap missile & squadron defense.
As for support modules, repair mods are usually a safe bet. Especially the flotilla-wide ones. They're individually weaker than the equivalent single-ship versions but they stack. Pop them on the smaller ships and they can add up fast.
It's obv different vs AI and player, not sure how well the AI defends vs missiles.
2) The way the combat system was designed in this game, bigger ships > small, and Bombers > All because Fighters don't work and are useless. Thus, end game is Carriers full of bombers and stacked on bottom lane.
Then do you perhaps have Ship / Fleet setup suggestions for Cravers specifically in early mid and late?
Missiles are a solid choice if your opponent doesn't have sufficient kinetic weapons to counter them; once a given lane is emptied of opposing units, your ships in that lane will fire at units in other lanes from long range regardless of what range they've close to in their own lane, assuming you're on auto resolve, or you're watching the fight but your ships haven't moved to a position where their weapon firing arcs don't cover any opposing units. I think. I mostly leave it on auto resolve (no watch) because I suspect it doesn't care about firing arcs as much in that mode.