I dunno, that seems kinda artificial...
Maybe what we need is armor piercing weapons! SJ and I were talking last night, and he mentioned that he was considering adding submunitions to the game - when a shot "dies" due to hitting something (or perhaps also reaching max range), it could optionally spawn more shots of arbitrary strength, location, and velocity. And when a component takes damage, it could do the same. So, to make an armor piercing weapon, what you would do is make a regular weapon that, when it hits something, spawns a second shot a few hexes in front of it. The original shot will then hit the armor, but the secondary shot will skip through the armor and hit the components behind it.
You can do a lot of fun things with submunitions. For instance, you can make components that explode when hit, damaging nearby components. You could make reflector shields that take half damage from enemy shots, and bounce the other half back at the attacker. You could make backscatter weapons like the
Shotgun Ice from Megaman X that shoot smaller projectiles in a cone backwards when they hit something (don't stand too close!). You could go totally batshit insane and recreate the climactic battle from Ender's Game by creating a weapon that does massive damage, and when it strikes something, fires six projectiles, identical to the original, one in each direction, that have a range of 1 sector and also spawn more projectiles if they hit something!
Also, missiles are particularly effective against bases. Because bases can't dodge, missiles always do maximum damage to bases if aimed correctly, and everything else floating in the same sector, too. And missiles do damage proportional to the surface area of their target (up to the blast size of the warhead), so they will damage bases more than they would a smaller ship. Missiles are, of course, vulnerable to point defense, but if you really want you can design armored missiles!