I dunno, random events are one of those things you at least have an option to tune to your liking. I don't mind them, they add some variety and occasionally a challenge. Hell, if you've never played a big enough or long enough game to run into the Puppet Master, System Killer, Peace Keeper, or the Locusts then you've missed out on quite the challenge as well as the whole OMGWTF!!!! factor they cause when they first appear.
As to the issue with smaller ships being obsoleted. Two points there. #1, there is always a use for some sections not available on the larger ships, though sure, you probably don't base your fleet around those ships (there are exceptions though). #2, you can slow research/econ and make the DD era last longer.
Hell my last game I was Morrigi in a barred galaxy with a Zuul empire out on the tip, and me inbetween them and the center. This was a problem, because the Zuul had only one way to go, and that was through me, so I had to jump for some weapons techs sooner than I wanted to, but I found (well I kinda knew already) that a mass of lightning emitter drones would chew up their lightly armored fleets, even through them hitting CRs. So I packed my fleets of a couple dozen DDs and took on their CR fleets with roughly even loses, ship per ship. But in terms of cost I was coming out way ahead.
Eventually though the strain on my economy started to get bad, even with as many trade routes as I could affordt, and when the Tarka who bottle necked my entrance to the central cluster decided he would rather go to war with me than continue our NAP I was well and truely screwed. Even though I have CRs of my own, and a few more tricks too boot, there was no way my economy could handle the strain of a 2 front war, and since Tarkan ships are not made out of balsa wood, my fleet composition which held back the Zuul (and made some inroads in to their territory) was almost useless. I didn't have the time to research up a proper counter and build enough of those ships to counter the Tarka, while maintaining the ship numbers I needed on the Zuul front. I tried to stop, then slow the first real invasion by the Tarka, but they crushed my fleets and I barely put a dent in them, soon the colonies on that front were being burned, and I had not enough to muster any kind of defense against them.
Oh well. SotS regularly kicks my ass when I set up a game outside of my comfort zone, and with so many galaxy shapes, individual AI player difficulty settings and boni, it's easy to make something easy or impossible based on your skill level.
Hmm, that was a bit of a tangent, but the point was that I used DDs almost exclusively through 100 turns of that game, I had a few CRs around, but they were too expensive to build and maintain, and were not as effective as a mass of DD drone carriers with a few PD ships thrown in to lessen the missile alpha strike. Though by the time the Tarka were attacking me the Zuul had upgraded their missiles to the point where that alpha strike was starting to hurt. Oh, and the advantage to upgrading missile techs is that you don't have to rebuild any ships to take advantage of it. All missiles upgrade automatically. So yeah, there's a hard counter to missiles, but the cost of using them is less because your old ships will upgrade (at least the missiles will) anyway. Build a few early ships with plasma cannons and green lasers and they are stuck like that forever. You either scrap them or use them as fodder. Missile based fleets do not suffer from this issue as much, though clearly their engines don't upgrade so you need to keep them separate from your new fleets so that they don't slow you down. Then again if you're a Hiver this really doesn't matter much at all.
Ahh, so many choices, so many paths, yes, Overwhelming perhaps, and not everyones cup of tea, but as far as the Space 4x genre goes, SotS gets more right than it gets wrong. Something I'm hard pressed to say about the other contenders in that niche.