First off, I don't understand how you think the Railguns are super effective, given...
Missiles depleted, the Ravens close in aggressively. The railgun pods underneath the wings fire, sending tungsten slugs tearing through the attacking UFO's. The UFO's shudder under the assault but remain in the air. The ravens are less lucky. Plasma fire engulfs the 2 planes, and they desintegrate as they crash down to the Earth.
...We shot the UFOs more then once with the things and they didn't take down the enemy Fighters.
As for 'Two Missiles Do Nothing' it seems to be a lot more variable then that, given this battle report...
Night is falling when our interception force finally nears the AO. Suddenly, verdiscant plasma fire bursts from the clouds. Our pilots change course immediately, only narrowly avoiding the massive plasma barrage. Up close, our pilots can see the rather noticeable design differences. This UFO appears to be far smaller, and clearly has far more weaponry. In addition, it has a weird resemblance to some Earth craft, having actual wings within it's circular shape. As it turns to chase one of our interceptors, the other gets behind it and manages to launch missiles.
Two explosions blossom in the night sky. One of them must have damaged a vital component, as the UFO suddenly drops from the sky, and tumbles down into the pacific.
Where two missiles did kill an enemy fighter. So it looks like it depends instead of 'One Missile Always Does the Same Amount of Damage'.
Bluntly, I don't see how you think that getting experience in targeting in an alien ECM environment is bad, because they aren't going to stop using ECm any time soon, I don't see why you think actually hitting the enemy with missiles is bad given that the second we do a 'bigger warhead' design we can just add 'and it has a HARM variety' to the design action and then have our bigger warheads still actually hit, and I also really really fail to see how 'makes our main anti-air weapon actually work' has 'no synergy with our existing tech', 'no usage of available resources' when its an upgrade for the only anti-air weapon we don't have to spend EP, and we're always low on EP, and 'no long term thinking' when it should be useable to some degree throughout the entire rest of the game unless they give up ECM altogether. And if they give up ECM all together in response to our revision, that's an action trade that well favors our side.
Missiles and railguns are a good combination, as missiles have long range, thereby giving our craft a basically guaranteed first attack and then the railguns can be used on any survivors with far more ease and chance of actually getting more then one attack run because the survivors will have already taken damage.
I'd say you're the one with no long term thinking given you seem to want to write off missiles altogether the second someone does an anti-missile design action. It's like giving up on railguns because the other side invented armor.
Wishful thinking that tech from 1960s will negate their fighter is naive. At best it will make their ECM less useful. At worst it will do nothing.
It'd also be nice if you could debate in better faith then claiming stuff being
used and
developed today is outdated because the first versions were put into production a few wars ago? It's about as accurate an argument as claiming that the railguns are useless because the first one was
developed back in 1845.