Ok my grumbles at the post layout aside, lets see what i can do here.
First off, its not a bad match up. The
RC AA is pretty terrible, and i mean bad. Which has me puzzled how his
AA was killing anything 0.o Im assuming you ment 2 inari with 1 onryo tagging along rather than the other way around? Looks like you have halves of most the stuff, always go for 1 full squadron over 2 halves and they will fare alot better. As for boarding vsthe
RC, its hit and miss. Think Orc shooting, either those conscripts are gonna fold, or they overwhelm you with dice.
The thing to remember is not all generators are "super duper continuously useful" like say a shield. The sonic/distruptor fall in the "fun if it works" category. hitting on a 5+ isnt something to rely on by any means, but its nice to have it go off. Just remember the main thing you bring the onryo for is the extra incediary turret for (if you had take 3 full inari) a 20AD secondary gun attack, and the extra bombs. The sonic is just occasional icing.
This is... no easy answer. On the one hand generaly if you have less, its due to pumping points into big units like reinforced squads and dreads. But on the other hand, more activations means you can see what the other guy is planning, and maybe even have a free run of a few activations at the end. That said, as i said above never bring half squadrons just for this. A carriers flyers (unless your more experianced and feeling confident) your better off going 5+1, or even keeping that 1 on board to help fix the wing up. Also as the EotBS, always go for Torpedo Bombers instead of regular bombers. The Fast Torpedo MAR outclasses the bombers easily, as does the 8" range,
The tactics depends. While you need a solid crit to crack the
RC ablative armour ,meaning just throw the link in all your dice till you do, then do whatever as normal as after thats gone, their DR and
CR arnt exactly amazing. If one things already damaged, your better off finishing it off though. Spreading the damage out only removes 1AD per
HP, killing a whole ship suddenly gets rid of a LOT more.
YMMV though.
The CAP vs Escorts again depends. They only really work for you vs other flyers, with other nations (like the
RoF) theyr a LOT more usefull. As for EotBS escorts, those extra 9AA really arnt nothing to sniff at. And only the
PE escorts get offensive fire with them, and neither do the TFs if theyr in CAP. They have to leave CAP to attack themselves.
Again, full squadrons. An extra Inari worth of
AP can do wondedrs for an assualt. Also for boarding larges, remember you can Ram it with one of your vessels too, halving the
AP of both rammed vessals (but not the squad

)
Thats not a question, but old naval tactics are often used. look up Crossing the T and a few others for examples. Static gunlines though only really work for the FSA and "kind of" the CoA. And again how he was shooting down gyros in RB1 is beyond me 0.o The Nakatsu though is a pile of gank. Seriously, only has 2 uses and 1 is doorstop, the others with tanukis.
Gunnery isnt halved from ramming,
AP is. And with the iron ram ramming from the dread it had damn well better hurt what it hits.
All solid ships, just the problem is again, you need to be stacking full squads of things. The Tetsubos will get swatted with just 3, but 5 will be eating a dreadnought. Same for the wings stacking up and what have you.
Anyway ask away if theres more