I look forward to playing spammers, as they're generally very easy to beat. I see no reason to impose a limit on how many of a certain ship type you build, or to 'ban' spammers - if they want to use a very limited and one-dimensional strategy, it's their funeral.
I completely agree with this! I don't mind playing spammers at all in Sins, particularly if they're spamming long-range frigates. Sins actually has ways to counter spammers unlike games like Starcraft. My first MP game of Sins was a 2v2 and everyone was pretty much running even. My second MP game today yielded me getting called a "cheater" because I had Flaks ripping apart LRM's and also was being particularly strategic by parking older Cobalts behind the enemy LRM's. Yes, the enemy LRM's had taken out my small group of Flak frigates (I had recently researched them), but it was sure funny to command a couple of Cobalts and give them orders that constantly put them behind the enemy LRM's and out of a firing solution. Unfortunately, the other person quit shortly afterwards because they were convinced I was cheating when all I was just outplaying them. If he would have broken up that LRM fleet then I would have had a harder time staying behind them.
Ship spamming in Sins is very easy to deal with if you know what you're doing. However, the solutions are NOT obvious like they are in other games. Sins includes a lot of chess-like elements with the way ship gun ports are positioned and how their abilities can come into play. If you play your pieces right, you get a win. This is not like Rise of Nations where the enemy hits you with MLRS, you couter with Apaches, enemy throws AAA at you, you counter with cruise missiles, enemy sends bombers, you send fighters, enemy sends tanks, you send rocket soldiers, enemy sends light tanks, you send heavy tanks, and the cycle repeats. There's a very obvious rock, paper, scissors foundation. Sins has a little of that, but positioning plays a critical, often overlooked role too.