(we must define game balance elegance differently, in my view a fix that changes stats is so rudimentary and obvious as to be the exact opposite of elegant. My solution pinpoints the exact problem, since we don't hear people screaming about 1 Dunov and 1 other capital ship, I assume that is working, so why risk breaking that if we don't have to?)
And then people buy the game, and wonder "Um, okay, what makes Dunovs so special that it's the only ship in the game that can't be targeted by another Dunov's shield restore.....". It's a very crude 'fix', and one that makes absolutely no sense out of context of this issue.
Then you risk making the Dunov allot less useful as its intended role: Support ship for your Other Capitals.
Not at all. If simply the antimatter cost changes, they still restore the same amount of shields at the same intervals, but they just become more dependent on antimatter and can't keep it going for as long as now. This doesn't lessen their role as support ships at all, only makes it so they can't outlast attacks for *as* long.
Annatar- I'm not saying Any equal Fleet Supply should beat them, just A SINGLE one.
The same number of Dunovs, then. If he focuses on shield restore, focus yours on antimatter drain. Problem solved

My main problem with this whole thread is that you're taking one ship combination only, and completely ignoring all other possible combinations. 3 Antoraks can negate 7-9 other capitals with proper micromanagement. That doesn't seem 'overpowered' to you? Does that mean they need to be nerfed? 3 Sovas can lay down 9 missile pods and deploy up to 24 squadrons from the safety of the edge of the grav well. 3 Vasari carriers can create 9 extra enforcers (their Kodiak analog, 98 fleet points worth!) out of thin air, as well as free bomber squads. A few Vasari battleships can level a fleet worth of frigates by stacking their ultimate. What about all those combos? Should they all be nerfed because they are powerful and useful?
This is exactly the whole rock/paper/scissors debate that we've had ages ago. Once you start creating clear counters to specific situations, all the tactical options go out the window.