UFO is still needed for creating non-player led fleets. Sometimes you don't want every ship you own chasing you around the galaxy. Picture a Taranis two balors and a support rahanes set to patrol a dangerous area while you run a massive trade route through.
The next step in making that kind of thing a reality is to work on combat AI. As PREDATOR490 notes combat AI right now is minimal, point move and shoot. I'm going to do a few adjustments to Hull Engineer over the next few days and then I'm going to try to clean that up a bit.
Examples:
Taranis is the capship I'm most familiar with, has powerful anti-cap primary weapons fore with some secondaries and major anti-fighter armaments on the sides. Basic AI plan is prioritize capships, point towards them and depending on stance stay stationary or move into range. If attackers are all smaller ships (XS to M) stay stationary to avoid problems with turret tracking.
Missile boats like the Balor should face toward capship enemies and hold position even at long range, its turrets are really only for anti-fighter.
Support ships should try to stay 20km from nearest enemy. (thought is find nearest enemy, point away, if distance less than 20km move).




