You should never ignore how many hits the enemy can inflict. You should strive for a favourable rate of hits. In my example above I choose short range even though it cost me hits, because it denied the enemy even more hits.
Net hit exchange is important, but if you're taking more hits then you're giving out -- the game is already over.
This is statistically easy to determine for missile exchanges, but how do you value 1000 missile batteries against a single meson spinal?
The missiles either have chance to damage, or they don't. If they do, then the 1000 batteries represent guaranteed damage each turn that will scrap that meson in due time. If they don't have a chance to hit, then the ships won't even show up. Why bother.
Mesons are hard to hit and penetrate with, they just hit very hard when they do. It does not take more than a few hits to dramatically lower the efficacy of a meson gun. So, even if the 1000 batteries were on a single ship, a ship that would likely be taken out by a single hit of the meson gun. If the meson ship gets lucky on the first combat round, then, you know, c'est la guerre. If it does not, the meson gun will likely be ineffective after the first round.
If I had to choose between the 1000 missile ship and a single meson ship, I'd go with the missile ship. STATISTICALLY, it's the better call -- assuming it can hit at all. Turreted missiles are right on the edge at TL15. A single DM -1 can take them out of the game wholesale.
If two Eurisko fleets face off the battle will be decided by the Cisors (meson spinal) since they are the only thing that can kill an Eurisko. Can your software realise this, and devise a strategy for killing the enemy's Cisors, while protecting his own Visors?
My software doesn't intuit anything - it does what it's told. Right now, it puts anything that can shoot on the line, selects a random enemy ship, and pounds it with everything it has.
Can your software determine that the Quellers should remain in the reserve until they are needed to break through a battle line of a single lifeboat? Can your software correctly guess when the enemy will present such a weak battle line?
No, and I doubt Eurisko's software could. Rather it simply helped him facilitate fleet optimization so that he could, indeed, run "hundreds of battles" easily to see how his fleet did in several cases.
I don't know what the rules were regarding ship destruction, but scraping the weapons off of a ship makes them ineffective as a combat unit. If the line has no weapons, then you get breakthrough to the reserve. The worst case of a ship being able to to damage to another ship is a weapon hit. So, the outcome is one side has no weapons. With 2 more points on the die roll, you get a fuel hit and get to reduce the enemy fleet to weaponless, fuel-less hulks waiting for the crews to freeze and die in space.
Reducing a target to non-combat status is a "win", no need to blow it up.
If you both have ships that have weapons that can not damage each other at all, then it's a draw.
If I had nothing but 1000 battery missile ships and you had nothing but single spinal meson ships, over the 1000 year war, I would probably lose as, over time, I would lose ships that would have to be replaced while you only would have meson guns to replace. So, my war would "cost more" than yours, and I eventually run out of money. But at the same time, your entire fleet would be reduced having to replace all of the meson guns vs the slow attrition of my fleet -- so, maybe it's a wash.