Enforcers are hardly destroyed by Defense Platforms
Yes, but enforcers are expensive and don't pack nearly as much punch (on a per-cost basis) as an assailant, plus they're weak to bombers. They work very well in smaller engagements due to their toughness, and also will do well against a LRF-heavy opponent, but avoid them against someone whose has a large number of bombers.
Map is small and pre-made: Balance of Power, 3 humans, FFA, I play as TEC
I just checked out the map in question. To put it bluntly, it's a poorly designed map; I wouldn't play it personally. First of all, hope that the uncolonizable gravity well next to you has plenty of extractors; if you have few or none (one person has a magnetic, which always has none) you're kinda screwed, whereas if you have three it's a major boon. You should be building military units like mad and attacking your enemies voraciously. Don't bother with the ice planets; if you waste money on civic labs you will probably get killed. Defend yourself using an array of repair platforms and a couple turrets to back up your fleet.
The other problem is the desert. Your economic prospects are entirely based on that one desert planet, and you can get completely screwed over by the militia count. In fact, the way the map's designed there's a good 90% chance that at least one player is going to get screwed over in some fashion, and I'd say a 50% chance that one player is going to be at a significant advantage over both opponents. This is why I call it a bad map.
1) Do I have to try to rush enemy positions through flanks or do smth else if I have the following desert neutrals: 6 LF 4 LRM 4 FLAKS 4 KODIES 3 KROSOV while enemy (one of, other has nearly the same as me) has 1/1/1/1/1?
That kind of militia is well outside of your early-game take-down potential, especially with vultures (read: human opponents) nearby ready to steal your desert planet once you've painstakingly beaten down the militia. You definitely need to do something underhanded, but the map layout isn't very helpful in that regard. Going civic labs to capture the ice planet will screw you over military-wise, and with only one planet (not even an asteroid to complement it) you won't be able to maintain a competitive military. I'd probably still try to take the desert, simply because the map gives you few counter-options.
2)How to fight early Destra spam?
Uh... destras require 5 labs, and probably a couple logistics planetary upgrades because there are so few planets on which place them. Anyone who goes for early destras early is going to cripple their fleet to afford the research. Just attack them before the destras come out and you should be able to knock out the labs before the destras come online, probably completely knock the guy out of the game. On a map this small, fast destras should be suicide.
If by chance he does get them out, and you don't have any other advantages to counter them, you're probably screwed.
this Adventist already had two flagships because of easy good planets and 6 Neutral EXTR
Six neutral extractors? How'd he get six? This implies that he controlled all the neutral extractors on the map, including those right next to an enemy homeworld! I could believe a Vasari player was capable of pulling this off with his speedy scouts, but an Advent player achieving this with slow and expensive missionaries means someone really dropped the ball.
What to do with that if you have BASICALLY and POTENTIALLY weaker eco. SB - not answer.
You needed to attack before he got to this stage. From the sounds of things, this is no longer an early-game situation, the Advent player controls more than half of the map's wealth, has reached a high tech level, and has a bigger fleet. That's game; it's time to surrender.