I don't think the system encourages escorts or varied fleets it encourages players to take as many small ships as possible.
After adding the PL fix it will be better, however it still will be a bad idea to buy a War level ship in a battle scenario and a much better idea to buy a lot of raid level ships instead.
I meant historically. The old/new system encouraged this, I've stated the current system is indeed a bit swarmy. The old/new system encouraged a couple of ships at scenario PL, a few more 1 PL down, with some more 2 PL down. The current system encourages mainly patrol, with some skirmish and a few raid no matter the PL. At least that's what I've found. But the new system should fix this.
The last two games played were Battle level games were both players got one War level ship each. In both games in the first volley in the game we got the result "no repair ever crit" and immidiatly after the "adrift" result effectivly removing half of one players fleets in the first volley. Not very interesting game left after that. If instead the player just had bougt 10 raid level ships or lower the damage would have been insignicant to the affected player. And this is not the only crit that can take a big ship out of the game which make it very unfun to buy up when it should be the opposite.
There is only 1 way in 36 of getting the no repair crit, and only 2 in 36 of getting the adrift crit. Must have been very unlucky to get both in the first volley and it won't happen every game. Also you should have had plenty of other decent ships to fall back on, it sounds like 5 pt battle, you should have still had 3 battle points left, so its not your whole fleet.
Well if you add all the smaller ships traits together they should effectivly be more traits than on the big one.
Also for example having four ships with interceptor 2 for example is much much better than having one big ship with interceptor 4, right?
Yeah, but the small ships usually just die, not get critted. patrol and skirmish ships don't stand up to battle and war firepower for very long
If you loose an arc on the big ship you loose 20%-25% of your firepower on average while even if you loose all weapons on one of the smaller ships you also on avarage loose at the _most_ 25% of your four ships firepower.
Don't forget that 1/3 of the time you often only lose 1 weapon on the arc, another 1/3 of the time you lose all weapons in that arc which is usually fast tracked to be repaired. It's only that 1 crit that can't be repaired. With all crits taken together there is a 2/36 chance of losing all weapons on 1 arc, and 1 of those is usually high on the repair priorities.
With all the beam fleets and missile fleets possible with low PL ships I just don't see hull or range being a problem. Ok, a little bit but not much.
Not that many small ships have beams or missiles (including torps mines etc, anything with really long range really) the ones that do usually only have a couple of dice. The big ships often have interceptors or stealth (at long range stealth is really nasty) or some other active defence can mitigate this. Sure the small ships can get multiple ships with long range weapons and the dice do add up. But if they take a lot of long range small ships they are usually vulnerable up close. You can send in your fighters or your own skirmishers or raiders to "get up close and personal"

.
Once again, I do think the current system is a bit swarmy, its the "bit" vs "a lot" swarmy that I'm trying to make a point about. And I do think that the new FAP system should pretty much fix it. Not perfect, but pretty damn good.