The big problem for me was the sheer number of missiles. Point defense became useless. Also, those 12000 tonner patrol vessels (I lost three. Two combat with size 2 ASMs and one jump tender with AMMs. All but a couple of the AMMs missed because the enemy missiles were too fast.) were not optimized for antimissile work. The enemy missiles, travelling at 41kkm/s, could bypass the entire range of the 10cm laser turrets I was using as point defense in 5 seconds. When they were glitched and shooting past the first group of three patrol vessels I scored kills on every group missiles, but it wouldn't have been enough against the ridiculous salvos I was facing. I was prepared for the tactics I had faced just a few years earlier during my initial exploration push. My jump scout had been ideal for that, as the CIWS it carried was capable of shooting down 95% of the missiles fired at it, in 5 missile volleys. It's no longer capable of doing so. 27 is too many.
So, how do you counter those things? My present thought was to just overload a ship with CIWS (My CIWS is highly effective, even against these missiles) and some extra-long-range laser PD, make it go substantially faster than the enemy vessels, and send it out there with long-range MIRVs. I think the enemy can only engage at about 12 million km (That's the range they hang out at when fighting me, anyways), so I'm going to invest in several points of ECCM and fight from about 40 million km. At least, that's where my new MIRV works from. Although I'm going to work up a size 10 armored missile capable of taking the hits from those blasted AMMs. Every time I get a missile close the enemy hits it with AMMs every cycle, launched in groups from 2 to 7. So far, they've had a near-100% kill rate against my missiles, which are half the speed or less of their AMMs.