General:
Your ships are a bit slow for my tast, but as they are missile combatants they still can work (getting them a few systems out might take a while though)
The Hoplite and Portland have a whole lot of mainenance capacity, especially compared to your fuel storage (half a year worth of fuel but 16+ years worth of maint). Might reduce this by quite a bit.
Personally, I aim for 2 to 3 years of maint life in combat ships, as they will sit over a fleetbase with maint-facilities most of the time anyway.
Your AMMs seem darn slow, compared to your ASMs. Has your contracter pulled a fast one on you?
Seriously, I am not sure what happened here, but the AMMs don´t look too good. Did you use Blue Emus´s missile spreadsheet (somewhere in the Academy)? If not, use it!
Your ASMs look kind of ok, but their range is, um, less than stellar. Pretty much any alien will outrange you - by a lot!
Non of your combat ships has backup sensors. This is fine as far as it goes, as it saves mass for things that actually hurt the enemy, but if your Sigfried buys it, your Hoplites and Portlands are blind (and pretty much dead). Perhaps put in a dedicated fleet scout or two for each squadron?
The Sigfried looks fine to me, but you might want to look at the actives again. I take it, this ship is supposed to be the eyes of your squadron and for this, the range of the res-100 active is quite limited.
I like the heavy armor. There are few things worse than having your ride home being blown up.
While your Hoplite has a lot of AMM launchers, there are less than 6 reloads available. Belive me, this will not be enough in any serious engagement! The two CEs in your squadron will carry less AMMs than a single, 6.000 tons DE in my fleet (granted, it has less armor, less launchers no turret and no shilds, but still...) and I have run dry a fleet containing 6 of ´em plus 3 CEs with twice than amount of AMMs.
I also echo Theokrat in that there are too few FCs.
Rule of thumb: 1 FC per 3 to 6 AMM-launchers, 1 FC per 5 to 10 ASM launchers
And I also agree that the two ECCMs for the PD FCs are probably a waste of space.
The Portland mounts 20 ASM-launchers, which is quite a bit for a ship that size, but can only launch 6 salvos (see above)
Now, with offensive missiles, there are basicly two schools.
1) Missile spam! Go the box-launcher route and launch a single, massive salvo to overwhealm the enemy´s PD.
Advantage: No magazines required, as you can´t relaod the launchers anyway. Disadvantage: One shot only, and can only be reloaded inside of a hangar or in orbit over a full blown fleet base (enough maint-facilities to maintain the ship)
2) Sustained fire! Launch a reasonable amount of missiles at the enemy and keep launching until some of your birds get through.
Advantage: Put sensors on the missiles and there will be little overkill, no problem reloading from fleet-colliers, more missiles in total. Disadvantage: No huge Alpha strike.
Your design hangs about in the middle. A good sized salvo, that will still not penetrate decent PD, but too few missiles (in the magazine) to wear the PD down, especially considering the slow rate of fire (50 seconds). If you can get the reload rate to, say 20 to 30 seconds, there would be a chance, the enemy PD would still be busy with some missiles from the first salvo, when the second arrives, letting it penetrate further until engaged, then the third salvo closes even more before enemy PD targets it and the fourth salvo finally reaches the target (at least that´s the theory)
Edit: Darn, beaten by Arwyn to half of my points