I think I did in the fiction section. I was using rather large battleships with heavy armour the things I learned
1) Beam weapons do a lot of damage but you need maximum range. The NPR was uing dual-fusion torpedo's which outranged my 25cm railguns and made them largely useless. Speed can help here the NPR Ships where faster than my rail gun armed ships and so kept the range open.
2) Your short range antimissile batterries can be very useful they probably did the majority of the damage my fleet inflicted , I tend to mount fairly large numbers of antimissiles on my ships. After this battle I produced a size 1 missile which was slower and less agile but carried a larger warhead for use when forced into close range engagements.
3) There is no point having missile support ships hanging back if you are the defender, they had several missile ships at long range by the time their missiles arrived at the warp point the battle was over and my ships where able to defend themselves agaisnt the missiles and return fire
4) Armour and shields matter you are going to be hit , so make sure that it take several hits to penetrate your armour in any one location it gives you time to being weapons on line. I would rather have armour than speed and make sure I have some long range weapons
5) Have several jump ships so you can bring as many ships through as possible, armour the jump ships at least as heavily as the warships
On the original subject given Aurore technology not having missile ships is pretty much suicide , if you have to fight an open space battle the change in fire control has made that a bit less true as it is harder to manage huge salvo's but missile ships in open space get to empty their magazines into attacking beam fleets with complete safety . The biggest problem NPR's have is that they usually fail to launch their antimissiles agaisnt long range missile fire which makes defeating them easy