(I don't know if this is the right place for this -- or if FFG forums are oriented towards this type of post. I'm new-ish to Armada (playing with a friend equally new to the whole affair), and I'm trying to understand the game's complexities, especially ramping up in with five Waves released and the full game being 400 points on a 6' x 3' field.)
To summarize: I'd advise the beginner to ignore the siren's call of the large complex fleet and focus on ships with direct, combat-oriented upgrades that hit hard regardless of the rest of the fleet's status.
My last fleet build and crushing loss to my Armada partner made me reflect on my approach to the game and the challenges Armada poses to the new player...or at least to me.
That fleet was a four-ship combo of ISD / Glad / Raider / Goz with minimal screen. My strategy was: Raider to chase obstacles and be Squadron Killer. The Goz would disrupt enemy commanding and defense. The Glad would get in one or two broadsides to do damage and further expend defense. And the ISD hit from the front for the kill and force hard decisions about taking damage or permanent discarding defense tokens. Each was a modest ship, together meant to be a unified fleet.
My opponent had an MC80 and a Frigate, upgraded to ~150pts each, and a bunch of unique squadrons. It was a simple fleet: if an enemy was close or medium range, it would die from an upgraded-to 6-9 dice pool. The named squadrons would destroy any weak Imperial squadrons without hindrance.
My fleet...I still like the concept. But it requires precision flying to have multiple ships all in range of a single enemy's ship in a round. My opponent simply needed to wait for me to fly one of my ships in range of one of his uber-ships so he could blow it up.
I've realized, a handful of games in, this "Voltron" approach to fleet building is too complicated. Not when still I struggle to keep ships from flying off the game board. I need to simplify my thinking to a couple of ships, each hitting hard independent of the rest of the fleet's status.
This means, for the short-term, buying a Goz and a second VSD were wastes of money. The ISD was a good buy, though. I need to learn what new or duplicate ships I can buy that provide standalone fighting capability and give cards that let me construct more powerful dice pools.
I also have the feeling -- perhaps confirmation bias to salve my wounded ego -- that the Rebel fleet is easier to construct as a beginner subsequent to Wave 5. The Rebels have twice the choices with Liberty, Home One, MC30, and Assault Frigate compared to the Empire's ISD and Gladiator.