Some main points, then...
- The intent appears to be that spamming one ship type early game should not be a viable strategy. Clearly it is a useful approach right now, so some sort of balancing is in order. A ship population limit beyond what's already in place would be a Bad Thing, so that would mean either weakening LRMs in some way, making them harder to produce en masse in early game, or strengthening early game planetary defenses. Some level of spam should still be useful, I would say, but if the developer's intent is indeed clear, it should not allow a player to beat one at a similar level of skill who has been pursuing a different strategy. Besides, for my part I prefer an economic or technological game, and a small map 1v1 game right now only has enough room for early military tech research accompanied by frenzied ship building (far more RTS and less 4X than later game stages). If someone is posting build guides for the early game and claiming he never lost following them, then that early game is certainly not as diverse as the designer might hope.
- The strategies for countering an early ship spam are either too complex or too simple, depending on who you ask. It's too simple if you just have to spam a single counter unit - the selling point of Sins is mixed fleet engagements, and if you're forced to focus on just one unit in order to survive an early assault, you won't be producing a mixed fleet anytime soon. It's too complex if the only other approach you can take involves producing different units and then micromanaging them so they're maneuvered into advantageous positions to counter the LRMs without exposing themselves to excessive fire. It's an early-game dilemma, so there should be counters that do not involve intimate knowledge of aspects of the game that are not well-documented in the manual or the in-game tutorial.
- Capital ships are too weak. They have their own statistic controlling how many of them you can have at once (the same sort of ship type limit most people are hoping will not be imposed for LRMs), yet fleets can easily get by without them. The impression is that the capital ship in Sins should be as important a part of a fleet as they were in either of the World Wars, but instead fleet combat is dominated by frigates and cruisers. Cap ship special abilities are useful, but the investment required to research/train a crew and to actually build a capital ship should indicate that a fleet with fewer capital ships than another would be at a noticeable disadvantage; instead, some simple focus fire on the part of several frigates can suffice to either drive an enemy capital ship off or destroy it. If the initial capital ship were a deterrent to a rush, rather than just fodder for it, that might solve the problem.
I can't say just what would help capital ships (they just seem too prominent in the game design to be allowed to remain so optional - the choice shouldn't be whether to build them, but which types to build). One suggestion I would make on the subject of spam countering, though: Better documentation is a must.
The strategies I've seen for countering spam involve knowledge of weapon vs. armor counters, knowledge of gun emplacements on frigates, and micromanagement of defending fleet positions. I remember nothing in the manual on the the importance of those latter two points, and only passing references to the former. The more recent patch gave us a simple indication of ship counters, which is a good step, but that still leaves out gun positions and the need for manual maneuvering within a gravity well.
I know that the flak ship's damage is divided among four directions, not because of the in-game tutorial or the manual, but because I read about it in tactics discussions on the forums. Without that I wouldn't know that a flak frigate being deployed against ships other than fighters will depend on proper placement to maximize their effectiveness. Because at first glance it looks like the ships are positioning themselves for an assault on an enemy fleet based on their counters, a novice player will assume that they don't need to intervene beyond selecting a target for focus fire.
Yes, to get beyond the early game a novice will need to learn more of the game's mechanics. The information shouldn't be dependent on going to the forums, however, or on dissecting the game files, or from zooming in on combats regularly to squint at just which ship is shooting which way at whom when. This should be basic ship information, immediately available to anyone, if you expect them to use that knowledge when defending themselves in the early game.
Big suggestions for the ship spamming response then:
** Add a tutorial covering topics that are bandied about often on the forums but are probably not well-known to people just starting to play online. Talk about the location and number of gun emplacements on unusual frigates like the flak frigate and the illuminator. Touch briefly on the ability to maneuver a ship behind an enemy with a front-mounted gun to make them more difficult to target. Also mention the idea of ship counters beyond the more obvious flak vs. fighter pairing. Even with the tooltip describing strengths, using flak frigates as counters to LRMs will not jump immediately to many new players' minds.
** Add ship info to a ship's infocard listing the number of its gun emplacements. Something as flashy as an outline of the ship with its gun emplacements highlighted, or as simple as a "Hardpoints: 4" entry that will at least get new players curious enough to ask others about it, and why it's important to know.