Scouts: capture neutrals. This is more important than scouting early game
Migrator: rush starbases on enemy worlds and watch as the enemy crumbles
Skirmishers: expensive titan fodder unless you get reintegration in which case they can survive just long enough to give you false hope about surviving the enemies flak spam
Kanraks: Only redeeming quality is PMs otherwise they have short range and only one weapon bank
Sentinels: Game's strongest unit. I used to think Flak but Sentinels with max PM upgrades are a flak spammers wet dream cum true
Vettes: To expensive to be useful, like most Vasari ships
Lasurak: build these when you have alot of PM upgrades then spam bombers. Your massive flak army will mean that enemy fighters can't touch your bombers
Stilakus: Would be useful if its abilities didn't require you to face the target, instead this unit just dies (a shame as it could boost sentinel effectiveness even more)
Overseer: Just research the phase jump detection from the imperial tree and get a Skirantra for repair
Enforcer: unkillable when reintegration is microed. Use these to support your Sentinels
Minelayer: when you rush your starbase on enemy worlds spam mines to fend off attackers and bring flak to kill any bombers or fighters
Kortul: Power Surge + Disruptive Strikes = Indestructible Titan/Flak Killer
Skirantra: good for repairing and duplicating your Sentinels. Also can get more OP PM bombers
Egg: best colony cap for combat
Marauder: never buy this
Desolator: kills planets liberated by your flak real quick. Never get PMS upgrades
Crab: combat nanites are worse than skirmishers. Support nanites are worse than carrier repair and assault nanites are just plain useless
Vorastra: literally eats enemy flak
Kultorask: leeches enemy flak and remits friendly sentinels
You should all be able to play any race effectively now.