I don't think it's "written" anywhere. I've played in many balanced, competitive games and also games that were unbalanced. There are plenty of newer players online for similiarly situated players to play against. Since this is a war strategy game, presumably the people who play it, even in single player, want to win the game and enjoy the process of becoming better players over time. Also, losing is part of the enjoyment of winning; that is to say, you have to lose now and then or at least run the risk of losing in order for victories to be meaningful and for games to be interesting.
I certainly agree, if you wish to value a victory, you must know defeat. That is fine. I think the problem comes from when the actual premise of a game is purely to win or lose, then it becomes more important than actually having fun. I know most RTS games I've played online in the past were never very 'fun' in of themselves so much as they were about winning online. I catch that more in RTS more than any other genre. That is not to say I haven't played RTS online that were fun and not about winning, several mods (DoTA being a prime example) for Starcraft and Warcraft were all about fun and not so much about winning. Also, one of my favorite games of all-time was a quasi-RTS, Myth: The Fallen Lords, and I enjoyed that game online more than any other in the many years since, win or lose.
Sins on the other hand has a similar problem to most RTS, online it's all about the victory pursuit and being skillful, not just enjoying the game itself, whether you're godlike skillful or a lonely newbie.
Regarding the "strategic lessons"--why should you be able to make any moves you want--no matter how foolish--and win? Does it not make sense that certain strategies and tactics might be more effective than others?
It certainly makes sense that some strategies and tactics should be better than others, that goes without saying. However, when said strategies and tactics begate real strategy and tactics (or indeed, even common sense), then you travel down a road many of us don't wish to tread, which is that of a strategy game that knows very little about strategy or logical force composition.
I would much rather field a balanced and 'realistic' fleet in Sins than using the pros have learned and do away with the logical (and fun premise of this setting) formation of battlefleets and naval tactics.
What is impractical about massing LRMs (a damage-dealing ship)? What fleet formations do you find impractical? Why are the strategies and tactics needed to win online not legitimate tactics "for those who appreciate real strategy and tactics?" If someone sends a capital ship that enhances his fleet into the middle of a battle, doesn't it make sense that the enemy might make it his first target and focus fire on it (hence the need to "hide" the capital ships). The online game isn't merely about spamming out ships; you have to manage your resources and research and develpment in an online multiplayer game, too. Also, you need to coordinate with your (human) allies and try to help them out if you can.
1) Seeing 40-50 or more LRMs massing up and attacking a settlement without a capital ship or much support and having said force completely annihilate a balanced fleet with capital ships is obsurd, period. It smacks of typical RTS mentality where you use the best and most questionably balanced unit to the maximium foresaking the setting you're playing in. Need a good example? Try this:
In the RTS game Warhammer 40k: Dawn of War, Winter Assault, a new faction was introduced, the Imperial Guard. Anyone who knows the setting know that the Imperial Guard is a force of all 'normal' humans in a crazy galaxy of supermen, aliens, witches, daemons, and other assorted farout killing machines. In this expansion, a few imbalances and bugs brought about a curious online 'strategy' of Imperial Guard players, where they would mass up and bayonete buildings to death. And this worked. Know what? Everyone started rushing with Imperial Guardsmen and bayoneting buildings to dust.
I suppose that's an example of a practical strategy. Maybe, but to me its friggin' retarded, in the same league that some 'fleet compositions' in Sins online is.
2) Capital Ships should indeed be feared opponents to deal with seriously, but the recurring theme of focusing firing on them has made them nothing more than toy support. This is a design issue that needs to be remedyed, because rightfully a capital ship shouldn't be manned by 5-10k personnel and massive weaponary, only to be skulking in the shadows of a line of frigates.
3) I know full well what Sins is about and I actually do (and have) enjoyed playing it online. When people use their brains instead of their instincts to win (at any stupid cost) and merely wish to play a space opera out with other people, its really, really, really, enjoyable. Yet when someone wants to win at any cost, that's when this game takes a nose dive online and unfortunately, most RTS are the exact same way. All of them have annoying 'strategies and tactics' and most of the time you'll find many people willing to forgo any attachment to the setting or logical force composition just to add another virtual notch to their egos.
In short, the problem with Sins online is that its more about winning and losing than actually having fun. That's why many people chose to have their fun offline. Sins needs more focus online than simply win totals and number of games played. Just reading these forums, its like any other RTS forum, where people compare wins to loses in a number of games played and state that as their experience and reasons for butchering the setting they're playing in.