So in a sense, the outcome of the battle is determined way ahead of time, just by which technologies the opponent uses? That does make the combat feel rather pointless. Unless it's one of those systems where you can overcome a rock with a pair of scissors, i.e. a reasonable numerical superiority overcomes the RPS edge, so you could still win by being better strategically.
Exactly! There's obviously some deviation (a lot of scissors will beat an average rock), but the issue is that it's so simplistic and predetermined. All real world military endeavours do have an element of RPS (tanks beat trucks, planes beat tanks, AA beats planes etc.) but clever manoeuvring and strategy can shorten those advantages. In ES and similar, it's just 'lasers beat armour, missiles beat shields' or something similar - but on top of that, you can't hope to help alleviate that by clever tactics.
I remember Empire Earth, the first game where I found the RPS gameplay to feature prominently. Axes beat spears, spears beat swords, swords beat axes. Something like that. It's also that way in, say, Fire Emblem. In both cases you'll have an inordinate amount of trouble going "against the stream", but it's not insurmountable, and you still can defeat an enemy that has the RPS edge by strategizing. In Fire Emblem especially you have a case of specific weapons that go "in the other direction", allowing your sword-focused fighter to beat a spear-using enemy, by wielding a "spearbreaker" sword.
If the game allowed that, you could actually fight the enemy on an RPS level effectively. A laser-focused fleet armed with a mix of lasers and "shieldbreakers" will do less damage to an average enemy than a pure laser fleet, but will not fare so abysmally against an enemy with shields. Or something. I don't remember which tech counters which in this game.