Right, here are parts of the entries for two fighters I'm experimenting with:
Fighter the first
--------------------$Damp: 0.15
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 175.0
$Rotation time: 3.3, 3.3, 3.3
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 0.75
$Slide accel: 0.0
$Slide decel: 0.0
$Power Output: 2.0
$Max Oclk Speed: 210.0
$Max Weapon Eng: 0.0
$Hitpoints: 280
$Flags: ( "in tech database" "player_ship" "default_player_ship" "fighter" "ballistic primaries")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 280.0
+Aburn For accel: 0.6
+Aburn Fuel: 330.0
+Aburn Burn Rate: 60.0
+Aburn Rec Rate: 25.0
Fighter the second
------------------------$Density: 1
$Damp: 0.1
$Rotdamp: 0.3
$Max Velocity: 25.0, 25.0, 250.0
$Rotation time: 3.35, 3.35, 3.35
$Rear Velocity: 25.0
$Forward accel: 0.80
$Forward decel: 0.70
$Slide accel: 2.0
$Slide decel: 2.0
$Power Output: 1.5
$Max Oclk Speed: 275.0
$Max Weapon Eng: 100.0
$Hitpoints: 280
$Flags: ("fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 310.0
+Aburn For accel: 0.4
+Aburn Fuel: 300.0
+Aburn Burn Rate: 70.0
+Aburn Rec Rate: 25.0
My problem is thus - the second fighter, which is an AI controlled enemy, is whooped by the first fighter. And I don't just mean me and the computer in a one-on-one - I set up a twelve on eight dogfight, and the bad guys only got one of my guys at best, and I only got one or maybe two of them so it was mostly AI vs AI...

Now, the idea is that the baddie fighter, the second one, is faster but less manouverable than the goodie fighter, so they're pretty evenly matched - but is this actually going to pan out in game? Is there a way to jig the bad guy so that he's on an even footing with the good guy whilst keeping the speed/agility thing? Or do you lot think I'm best off giving the two ships equal stats and just lying in the tech descriptions?
I shall leave you to ponder the riddle I have set before you...