Here's the segment on Gameplay.constants, abridged for convenience.
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.33333
DamagePercentBonus:ANTILIGHT:VeryLight 1.0
DamagePercentBonus:ANTIMEDIUM:VeryLight 1.0
DamagePercentBonus:ANTIHEAVY:VeryLight 1.0
DamagePercentBonus:ANTIVERYHEAVY:VeryLight 0.5
DamagePercentBonus:ANTIMODULE:VeryLight 0.25
DamagePercentBonus:COMPOSITE:CapitalShip 0.75
DamagePercentBonus:COMPOSITE:VeryLight 1.0
DamagePercentBonus:COMPOSITE:Light 1.5
DamagePercentBonus:COMPOSITE:Medium 1.25
DamagePercentBonus:COMPOSITE:Heavy 1.0
DamagePercentBonus:COMPOSITE:VeryHeavy 1.0
DamagePercentBonus:COMPOSITE:Module 0.75
DamagePercentBonus:COMPOSITE:Pirate 1.2
DamagePercentBonus:COMPOSITE:Titan 0.70
DamagePercentBonus:CAPITALSHIP:VeryLight 0.25
DamagePercentBonus:CAPITALABILITY:VeryLight 1.0
DamagePercentBonus:TITAN:VeryLight 0.25
X vs Y: X against Y vs Y against X
- Corvette vs Fighter: 100% vs 100%
- Corvette vs Bomber: 200% vs 50%
- Corvette vs LRF: 200% vs 100%
- Corvette vs LF: 125% vs 100%
- Corvette vs Flak: 100% vs 133%
- Corvettes vs HC: 100% vs 100%
- Corvettes vs Capital: 75% vs 25%
As you can see, Corvettes do pretty well against everything except flak.
If a new damage type was added, you would be able to balance things more easily. Perhaps something along the lines of this...
- Corvette vs Fighter: 100% vs 100%
- Corvette vs Bomber: 150%/200% vs 50%
- Corvette vs LRF: 150%/200% vs 100%
- Corvette vs LF: 75% vs 100%
- Corvette vs Flak: 90% vs 133%
- Corvettes vs HC: 100% vs 100%
- Corvettes vs Capital: 65% vs 25%
This would result in Corvettes hard-countering LRF and bombers. Early on, they could be soft-countered by LF, allowing players to have an instant response. Because flak counter harder, there would still be incentive to use flak once it becomes available. Thus, you get Corvette>LRF>LF>Flak>Corvette later on while having Corvette>LRF>LF>Corvette early on.
Given that I don't primarily play online, the numbers could be played with, but I believe the concept is sound.