I think the significant issue here is the relative "ease" with which you get criticals that can rapidly unbalance a game...
In a very recent example, I was playing my friend's Narn against him, while was using my Crusade EA... (Primarily as a "technology demonstrator" as I was trying to show him that T'rakks might be a decent alternative to Thentus'... sadly, they're not. Especially against Crusade EA. Though I did show him the strengths of the G'quonth...)
It was a 5 point battle, wherein I took:
8 T'rakk
2 Dag'kar
1 G'quonth
And he had:
2 Marathon
2 Apollo Bombardment
4 Chronos
The T'rakks did essentially no damage, at most around 10 to an Apollo (The G'quonth and Dag'kars, by comparison, wiped out a Marathon, all four Chronos, and crippled another Marathon enough for the tidal wave of Narn to board and capture it). By comparison, the Apollos were the best contenders, simply because they doled out a massive amount of crits per salvo... one T'rakk was crippled by a salvo of 8 Standard Missiles, three of which were crits, one becoming a vital systems crit.
He ultimately resigned because I had reduced him to 2 Apollos, and I had left 7 T'rakks that were looking like Swiss Cheese (And a few drifting away to boot) and a Dag'Kar and G'quonth that were pretty much untouched...
...And really, there are two key factors as to why I won: One, I had so many initiative sinks that it was -impossible- for him to boresight the ships that he -should- have, -wanted- to, and -needed- to boresight, namely my Dag'kars and G'quonths (I even moved one first, at one point, just so he could). By comparison, I had so many initiative sinks I could always boresight my G'quonth on whatever ship I so desired that was within arc. Two, despite the absolutely horrendous amount of critical damage my T'rakks were taking (Which was the absolute inverse of the complete lack of damage they were doing, though they were depleting one or two interceptor dice with their entire combined firepower) the T'rakks had enough damage to soak it all up and keep chugging.
Still, the amount of crits those Apollos did was absolutely amazing. Every salvo did at least two, and usually more. Only the pure number of damage on those T'rakks let them survive. If they were anything with even 5 or 10 points less, I'd have lost at least 5 ships in turn 2 alone. In fact, in the next turn or so while my T'rakks were trying to heel around and bring the Apollos back into forward arc, I can be sure my Dag'kar and G'quonth would've faced heavy missile barrages by the Apollos, and the pure damage and debilitating nature of criticals could very easily have turned the entire game, with a few good dice rolls (As others have pointed out). Fortunately, my opponent gave into despair and dropped out.
The ultimate issues are, I think, the problems of boresight in relation to initiative sinks, and the ease and crippling nature of critical hits, especially with precise weapons. 8 AD of Standard Missile by far outweighed the full frontal firepower of a Marathon with boresight, just by the pure damage the crits did. Some solution, I think, needs to be found to make criticals harder to get or the heavily crippling nature of criticals made harder to get. And boresight needs something to make it less crippled by initiative sinks.