I often build cheap "almost nothing but engines+bays" light carriers too but I just about always put at least a couple of layers of armor on 'em, probably for no real benefit. M thought is to prevent at least some of the cheap stupid kills from leaker missiles, and so they're not free kills for small swarms of AMMs. But yea if I was seriously short on duranium that'd almost certainly be one of the 1st things I'd trim...
And yea, IMHO conventional starts just make the build up period exxxxxtra long and tedious with no real enjoyment for me, unless maybe I was doing something like multiple factions. In a normal single-faction game, it's already long enough before I can tech up and then build a non-crap fleet to actually fight something, adding another 20+ years of just managing production in front of that isn't very attractive for me. If you love those extra hours of tweaking production and research, hey, enjoy. I'd really rather start exploring and building ships sooner rather than hours later.
I use a modified US Navy hull naming scheme, based mostly on hull size. Mine are smaller than most, it's a LONG time before I go much above 12-15k tons, usually I start another game by then
It's "hull size code" + "role (blank if it's anti-ship)" + "modifier (usu G for Gun M for missile S for Scout + L for "squadron leader (usu means jump engines and better sensors)" -J for Jump if that's unusual, like a Jump Fighter + X if Stealth) then -"generation number/subgeneration mod letter"
so I have prefixes like DDAAG-1 = destroyer sized hull, anti-missile, armed mainly with guns, 1st Generation, CLML-2c - light cruiser, anti-ship, missile armed, jump engine+sensors, 2nd Gen 3rd mod of the design, etc
F - fighter - up to 500, FB antiship usu FBM (missile), FI interceptor usu FIG
G - gunboat - FAC up to 1000
FF - frigate up to about 5000 tons
DD - destroyer 10k or so, sometimes DE for Destroyer Escort - less armored and usually AA
CL - light cruiser 15k
CA - cruiser 20k
sometimes CC for "Command Cruiser"
BC, BB, DN, etc, that that I almost never use
CVL - light carrier
CV - carrier, sometimes CVA or CVH for heavy. I usually add the bay size as a code somewhere on the name line.
Logistics: AO oiler, AM collier, AT tug, AOE "tender" - fuel + maint stores, AK troop transport
Within the classes, each generation is almost identical size because it's a common engine vs weight ratio to give a similar speed so the fleet can stay together, + it's easier to organize jumps by hull size + the right number of (L)eaders.
The rest of the name line, I usually put the speed in 00s so I can pick out easily slow or obsolete ships to target for upgrades, and a rooooling class name
So it's "CLAAGL-4f 72 Cleveland" light cruiser, AA gun, squadron leader, 4th gen, mod f, speed 7200, Cleveland Class. It still gets unwieldy after a few hundred designs but at least I can look at fleets and get a good idea of what's what without looking up each dang design.