A lot of it depends on the kind of map you're playing.
Generally speaking, most people will recommend that your first capital always be a colonizer for purposes of expanding faster. And in most cases, this is also good advice.
It's really hard for an Advent player to justify starting with any other capital. Their colonizer reduces upgrade costs on the new colony by 20/40/60% and at the same time its AE shield renegeration buff is great for the fleet. The Vasari one is next in line. Its colonize bonus isn't as great (build speed reduction), but it's a pretty efficient capital ship killer in the early game due to its DoT ability that bypasses shields and damages hull directly, and in longer games it can stop a group of ships from phase jumping and suck enemy colonies dry for money and resources. So, it's a great all-around ship. The TEC probably suffer the most with their colonizer. Its bonus is to give you free resource extractors on new colonies, but in combat it's just not a very impressive ship. It has a passive aura to increase range of your fleet, a short-duration Ion Bolt that interrupts everything and stops the target ship, and its ultimate is really only used to retreat (prevents all combat in the grav well).
The smaller the map gets, though, the more reason you have not to start with a colony capital (especially TEC
). Colony frigates now start with full antimatter when you build them, so there's no delay on colonizing anymore. You also won't need to colonize nearly as many planets, so the various bonuses don't play as big a role in the grand scheme of things. And, at the same time, you generally have smaller fleets so combat-focused capitals can shine a bit more - especially bombardment ships since those colony capitals will take ages to nuke down a colony unless you build a bunch of siege frigates to help out.
For the other ships, it really depends on your style of play.
The Advent is probably the easiest to decide on because their capitals give a good flow of abilities. For example, their battleship can taunt nearby enemy ships and make them all attack it, their battlecruiser at the same time can put a buff on the battleship that returns a percentage of damage taken to the attackers (that have no choice but to attack the battleship after it taunts), and the mothership regenerates its shields so it can keep the chain going. Just one example of what you can do with a mix.
The Vasari and TEC don't have quite as developed capital ship synergy, so it's easier to mix and match.
The Vasari battleship is a pretty monster damage dealer with its weapon cooldown reduction ability and its ultimate infects enemy ships with volatile nanites and makes exploding ships damage their nearby buddies. The Vulkoras desolator is great early on against frigates with its high damage phase missile swarm ability, and it's an extremely good planet-killer since it can create bombardment platforms and its own bombing cooldown decreases (and it also does extra damage against buildings). The carrier is probably the least interesting, but it has a hull repair cloud ability that can help keep your fleet patched up.
For the TEC, it's rare to find a fleet without at least a Dunov, since all of its abilities are very useful. It recharges a massive amount of shields to a single target, which is great for keeping up a friendly capital. It has an AoE Antimatter drain that also deals a little damage, great for breaking the Advent fleet setups that rely very heavily on antimatter. And it has an ability that makes nearby fighters smash into the hull of the target ship, dealing damage to it and destroying many fighters in the process. The Marza, on the other hand, is both a monster ship killer with its ultimate, and a pretty damn good planet killer with its Raze planet ability. It's also a very high damage output ship in general, so you can't really go wrong with it. The AI isn't that great at interrupting its ultimate ability channel, so you'll probably find it makes things a bit too easy. The Kol is more of a defensive ship with its deflection shields to reduce incoming damage. It does have a gauss cannon ability that's great for buildings (ships start mitigating a lot of damage from it) and its ultimate makes it a temporary beast on the battlefield. It's also got fairly decent anti-fighter flak cannon ability to round it off.
Well, hope this helps a bit. 