Admittedly, most people here have zero background in military tactics. Our experience is with games alone, so a "2-3 default pattern" doesn't make sense to us. You'll have to explain what you mean.
That said, I do know there is a stark difference between real-life military tactics and military tactics in a game. A chessmaster doesn't have the training or experience to become a military officer, just as a military officer might not know the first thing about chess. Both are strategy, but the "rules" of their games are very different and how they go about winning them diverge accordingly.
From my perspective, when it comes to engaging a starbase in Sins there's no need to overcomplicate the matter. If it's TEC or Advent, keep your distance and bombard it from afar. Use whatever formation you want, so long as you keep out of range of its weapons. If it's Vasari, either kite away from it while your bombers do attack runs, or rush it with all your forces and bring it down quickly.
That said, I do have one question... how would you actually benefit from a "honeycomb" formation?
If I read this correctly, what he means by 2-3 paterns is for example;
Configuration 1: Cap ship in the middle, heavy cruisers in the front, flak/support cruisers left/right and lrm frigates at the rear. Good vs. starbases and heavy fleet combat.
Configuration 2: Cap ship at the middle with flak frigs at the front, support cruisers/heavy cruisers lerft/right and lrm frigates at the back. Good vs. fighter/bomber fleets.
Configuration 3: fleet separated in 2 groups, one for distraction/kitting, one for heavy assault.
And so on and so forth....
Basically what he is proposing is to have the option to reconfigure fleet formations to face different threats while providing cover for the cap ships.
BTW Darvin3, what you said about chessmasters not being good at military warfare, and vice versa is the best example someone could have made. Just because someone "studied" military tactics for 16 years, does not make them good at chess.
Games have rules and boundries that you cant cross. Real military warfare cant be applyed to gaming. In real life there is always the possibility that something "improbable" could happen (a soldier is distracted by the tought of his wife, a shell getting stuck in a barrel, a targeting computer freezing...).