Yes, that may be true, but so far, most fleets have had pretty different identities (the only one truly lacking is the Brakiri, but they are useful to provide a backbone to the rest of the League Fleet):
EA: Thunderbolts and more thunderbolts. Missile bombardment waves are tactical, so gaining space for your bombardment ships is at a premium. As are boresight beam tactics, especially with the later-generation ships. Aft boresight implications (almost completely absent from the rest of the game.)
Minbari: Stealth maximization is the core Minbari tactic. Range, speed, scout-killing.
Centauri: Largely, the beam team and F arc tactics. Basic but effective. Sometimes, if the beam team only gets part of the job done, disaster control after the beam line is broken when you only have 1/45 turn ships through your fleet.
Narn: Use of Ionics. Wolfpack boresighting. Furball tactics and maximizing the number of arcs that can fire. Making the fight as messy as possible. The use of Close Blast Doors on the approach.
ISA: Mobility and overrun. Arc evasion. The proper use of two 90s.
Abbai: Kind of identity-less now, but I expect with any new kind of defensive system, this assessment will change in 2e.
Brakiri: Pretty bland right now, as mentioned above.
Drazi: Boresight tactics to the 9's. Setting up the next target after the first one, requires a LOT of forethought, as you often cannot react to opponents given you've pretty much declared your targets after move. The architecture of battle passes are fundamentally changed by the purely boresight nature of this race.
Vree: Getting past the first wave of front arcs with enough guns to take the rest of the fleet down. Interceptor soaking at times. Turret weaponry and SM usage to set up next turn's special actions without loss of combat flexibility. Finding weak points in the enemies defense arc and completely exploiting them.
Vorlons: Arc management, defending each other. Gaining pauses in the fight to let ships regenerate and return to the fray after a pause. Brute toughness countered by having few ships.
Shadows: SM movement, yes, but also Hyperspace Mastery and its uses. Scout deployment to give you back CAF (not as important now). Regeneration tactics even more than the Vorlons. Terrain mastery.
Dilgar: Getting there, close-and-kill, stopping opponents from overflying your danger zones. Dealing with interceptors. The Pentacon. Managing ships that survived the overrun. Also dealing with slow ships and occasionally jumping directly into combat to deliver the ship.
Drakh: All about the GEG. If the ISA were about avoiding arcs, the Drakh are about initiative sinking. Protecting Heavy Raiders. Did I mention the GEG? Wide-ranging flanking maneouvers. Protecting Carriers and delaying contact until your Huge Hangars are deployed.
Most everything has a distinct identity. The Pak might be considered to be the ultimate in bombardment, but as I haven't played against them, I won't judge yet. It'd be nice if we could maintain those distinct ... well .... brand identities? Maybe that's not the right word for it.