I would also be interested in seeing the spread sheets.
As for firing arcs and mobility, I grant that they have to be considered a factor, but at least in the games I play against the AI, the tactics I prefer to use in space combat tend to make both of those into fairly minor concerns. I tend to drop a carrier into the lead in position, throw its fighter complement forward to reveal the enemy ships, and then I start hyping in my capital ships in a leap frog manner designed to change which of my ships is getting targeted so that my shields can regenerate as I bring more ships in. works pretty well with both the Imperial remnant, and also the EoTH since they both have ships with high shield that can be dropped for relatively low cost.
On a slightly separate note, assuming that ships wont change targets mid salvo for laser cannons either, and that the hard point numbers listed in the manual for the ships that don't have target-able hard points is accurate, doesn't that mean that the EoTH and the Remnant get screwed on anti fighter ships? granted I am again looking entirely out of the manual so I might be wrong, but both the New Republic and the Pentastar Alignment get anti fighter ships with 6 damage dealing hard points while the Remnant and EoTH equivilents only get 4 damage dealing hard points, which if I understand correctly means they can only shoot at 4 fighters per salvo while the NR and PA can hit 6.
As far as the anti fighter ships go, does EoTH have anything frigate sized or larger that can bea good anti fighter at all or is it the only faction that is pretty much limited to corvettes for fighter screening duties? its not much but the empire at least has the immobilizer (with the slow recharge rate for missiles I imagine the fare rather poorly as an anti fighter weapon, so I only looked at ships with laser and maser cannons rather than looking at my old favorite the VSDI).
IPVs and Lucrehulks do make the PA really, really good at clearing fighters and getting Snub Superiority. But actually because they fire multiple times, the VSD1's conc missile hardpoints can knock out an entire squadron in a salvo easy - to the point that they're my first target as the NR because of the threat they pose to my starfighters (The NR's biggest advantage is that practically every fighter they launch carries at least a couple missiles, which makes up for the firepower their caps lack)
As to the EotH, the Chaf likewise has Razer missiles which do pretty much the same thing. It is true that neither of those factions have mixed laser/turbolaser armaments, but I prefer missiles because there's less wasted firepower that way when they have to take on another large ship.