Quoting the_only_normal_1,
I think it only makes logical sense that the destructiveness of these massive weapons be preserved, even against ships (why would said weapon do 1% the damage to a small frigate that it does to a massive, fortified SB?
Because these are giant, nearly unguided torpedoes that can only easily hit stationary targets. Anything mobile just gets out of the way. Would you prefer them to code it that 99% of the time the torpedo misses the frigate, and 1% it hits and does full damage? That might make more sense, but it'd suck for gameplay, especially considering how shield mitigation works.
As for the scouts, I've said something like that before. IMO they should add six new techs to each race:
1> Gives the scouts' minespotting ability to a specialty cruiser. For Vasari, the Overseer is the obvious choice. (Tier 8 tech, 1 rank)
2> Gives the scouts' minespotting ability to all capships. With crews of thousands, you can spare one or two to watch for mines... (Tier 6 tech, 1 rank) Alternate version, if possible, is that the capships could attack phased mines as if they were unphased, but the mine remains phased out (so other ships in the fleet can't help).
3> Increase the range of the scouts' minespotting by 50%/100%/200%. This only applies to the actual scouts, not to #1 or #2, so that you still have a reason to prefer them. (Tier 3 tech, 3 ranks) Sure, the capships can spot for their own secondaries, but you still need someone to protect your heavy cruisers; tripling the scout's detection radius allows a few of them to keep a bubble around an entire fleet.
4> Decrease the resource cost of minefields by 20/40%. (Tier 4 tech, 2 ranks) Alternately, simply increase the number of mines laid down in a single deployment by +1/+2, so that instead of a Ruiner laying six mines, you're placing seven or eight at once; not quite as cost-saving, but it also saves on deployment time.
5> Improve existing mines offensively... the method would vary by race. Vasari would get a tech that upgrades mine damage, Advent get one that increases the range of the homing mine, and TEC would upgrade the blast radius. (Tier 5 tech, 2 ranks)
6> Improve existing mines defensively... the method would vary by race. Vasari mines would continue to blink in and out of phase, making them partially invulnerable even after detection (similar ability to the scout's phasing upgrade); TEC mines would gain extra armor, Advent mines would gain (HP? Speed? Reaction time? not sure). (Tier 7 tech, 2 ranks)
The first three make it much easier for your fleets to see mines, the last three make the mines more cost-effective or durable. The problem with the current implementation, in my opinion, is that mines are just too specialized; only scouts can see them, but once seen they're practically harmless. Improving things in both directions would be good; make them more integrated, so that they're more common and less game-defining.