Proiteus:
I'm no Vorlon expert --- our local one is Ripple. However, some quick unproven thoughts (dedicated Vorlon players may give much better ideas)
1). Vorlon fighters are absolutely fearsome. Given that they can attack capital ships from outside Antifighter range with precise beam weaponry make them outstanding Batlle- and War- ship cripplers. They're merely very good everywhere else. With their AF rating, they are also good for antifighter purposes (Nasty trick --- move your fighters to within 2" of enemy fighters, but don't put them in dogfights. Fire your AAF to your heart's content. Evil.).
The problem is that you have to buy each and every one of 'em. This is painful, as you give VPs up way too easily. In campaigns, they still cost double for new builds, but don't get to use Vorlon Regeneration. Never use against an E-miner.
Best Used Against: Folks with few fighters, Hull 6, sensitive systems, and no escorts. ISA Whitestars are a great choice. Also high on the list are Shadows, Minbari, and Drakh. Patrol-level battles.
Don't Field Against: Narn, Dilgar, Brakiri, EA, Centauri. Don't even think of fielding it against pak'ma'ra or Gaim.
2). It's a pain. No matter what, someone is going to have their 6 exposed (usually). You could buy a Base Station for the task, but that's often more expensive than it's worth. I haven't seen a comprehensive answer. The best I've got is trying for Come Abouts (you'll get a shot, then) and two ships overlapping each other's fire arcs. A really bad option when it's one ship left is to head for a corner, all stop and pivot exactly in the corner, and bunker down. He can't get behind you there. Garbage, but true.
A thought: if you kill enough in a scenario, you may able to disengage and still win on Victory points. Because Vorlons don't give out VP based on Crippled (there is no crippled), you have a slightly better chance of this.
3). Nasty. Vree have Hull 4 (which Beams can't exploit), Antifighter in hordes (so much for the swarm of Fighters .... usually.), and heavy (often precise) firepower. They can also get behind you with SM and T arcs so easily.
Best I've got? Play hide-and-go-seek. You regenerate, he doesn't. This means getting as many turns as possible where nothing happens. Yes, this is extremely hard to do against Vree, so no guarantees. That Base Station might be worth a try as a surprise once, too --- can't get behind that, Interceptors, range 20 twin link, so, if he doesn't want to engage it, you get to regenerate your whole fleet for free (if they stay in the base's protective Halo.)