Colony frigates suck compared to Colony Caps. The frigate starts with 225 AM (antimatter), uses 100 AM for each jump, and needs 90 AM to colonize. (So: 225-100-100-90=-65short). Frigate's AM regeneration rate is about half that of Cap ships. Frigate's regen .5, whereas Cap ship regen .85+.1 for each level, (lvl 3 Cap = 1.05 regen rate). Frigates are very fragile compared to Cap ships (about 1/4 the hull, and basically no fire power).
Frigates usually can't colonize more than the adjoining planet, without dieing, or waiting till all militia is cleared. And then when it is safe to jump in, you usually have another long wait till enough AM is regen'ed. Even more so, if you've already used 90 AM to colonize the prior planet.
Therefore, Colony Caps allow you to expand much more quickly. I believe the AI is especially subject to these disadvantages.
You generally get better offensive combat abilities on the non-Colony Caps so that is the trade off
I disagree. You generally get better offense on Carrier Caps, but thats about it. Malice and Nano Disassembler are some of the most lethal abilities in the game. Ion Bolt is also one the best interrupts for killing fleeing Caps.
Can someone remind me which Advent ship has an interrupt that works on Missile Barrage? I think it's Reverie?
I prefer a Radiance with Detonate AM; it often removes enough AM to prevent a missile barrage, as well as acting as an interrupt. But I hear people saying: "build a Revelation" for Reverie, for a nearly non-stop interrupt. But a Radiance is also usefull against titans, so I don't know which is best. In either case, they both seem to die too quickly (to focus fire) to be of much help.