A discussion arose in another thread over how many archetypes to use and where to draw the lines.
Most customizable games end up with some frequently appearing fleet types. In the broadest sense, you can employ a classic swarm, where you attempt to overwhelm your opponent with a large quantity of relatively cheaper items. Or you can aim for big beefy units that tend to last a long time and dish lots of damage, but you only end up with a few of them. Beyond that, what archetypes you get depend upon what historical or fantasy setting you are in and how the game is designed. With a game's archetypes, you often get a spectrum. Hybrid designs that fit across two archetypes are often possible. I'd guess that most customizable games don't end up with much more than the 9 that Shmitty used in classifying the regional data:
1. Rhymerball: Rhymer and 6+ squadrons
2. DeMSU: Imperial Swarm featuring Demolisher and 4+ activations
3. Rebel Gunline:
4. Rebel Carriers
5. Rebel Swarm
6. Generic Rebels
7. General Imperials
8. Imperial Wedges
9. Imperial Swarm
The three biggest poles are probably: 1. What are you doing with Squadrons? None, few (50 points), a medium amount (70-80 points), or a full set (110+). 2. How many activations? 3. Are you taking big and beefy ships or small ships? There's an extra dimension to this in that upgrades can make a lighter ship more expensive and therefore beefier, or maybe "how upgraded are your ships?" is a fourth question (discuss).
All three of those questions require you to commit points in your fleet. Those points are not available to spent toward answering one of the other two questions. Answering those questions leads to fleets that don't exactly fit the archetypes, or which could fit multiple archetypes. Take PT109's build that has won two Regionals. There are five activations, so its clearly in swarm territory. Its got two ISDs with Motti, so its also clearly in the neighborhood of big beefy units. It does this at the expense of squadrons and upgrades. In short, I can see how it works according to the archetypes, but I'd personally not be quite sure how to call it. And I think that's going to be an ongoing recurring problem: If we're seeing 110+ points of squadrons, we're going to be clear that we've either got a Rhymerball or some kind of Rebel Carrier build. 70-80 points, even with a carrier, especially if they're mostly anti-squadron, and I'm not so sure. At that point, you're a hybrid in some way.
Then there's the question of sub-archetypes. Two MSU lists may work substantially differently from each other.
So opening discussion: What does the community think about archetypes? What is the best way to classify what we see in terms of fleets?