My fleet doctrine tens to evolve over time. Not always the same way, but a typical progression would be
Stage 1: "All I can build is cannon fodder, so I'll design them to be efficient cannon fodder".
Low-power engines, low-tech railguns, slow and only moderately armoured. Cheap to build, cheap to run, useful against higher-tech enemies by literally being cheaper than the missiles needed to shoot them down.
Stage 2: "I need any edge I can get to overwhelm my enemy".
Trying to win before the opponent can shoot back. Overwhelming salvos from reduced-size launchers, fighter strikes hopefully delivered from outside their range, various dirty tricks to get through point defence that would otherwise be troublesome.
Stage 3: "OK, I'm confident I can win. Time to make the victories cheaper/more decisive"
Specialised solutions tailored to current or likely threats. Often features fast beam combatants that aim to outrange and outrun their equivalents with enough PD to deal with missile boats, and boarding specialists. Remnants from stage 1 and 2 may form the core of separate fleets. Some low-tech (cheap to operate, able to project power with minimal logistics dragin), some high-tech (fast, hopefully able to control the engagement and score flawless or nearflawless victories)
Stage 4: "Economies of scale"
As I can build larger ships without sacrificing too much tactical flexibility, optional systems like ECM and passive protection, especially shields, become more attractive. May be split into two stages - fast battlecruisers that can outrun what they don't outgun transitioning into true capital ships that don't intend to run from anyone.