The most critical and first understanding he needs to absorb is that there are no safe places and no front lines. Every area in the system can be reached by any ship there in a matter of seconds.
You can't hide your carrier from the enemy, at least not for too long, nor can you physically bar the path to it with either obstacles or other warships.
You'd have to have it sit one system back, where the "line" would be the jump node (since it is a chokepoint).
Pretty worthless and senseless.
Wrong. A flak on insane is more deadly than an AAA in an optimal situation. With Fury AI a flak on insane becomes more deadly than two or three AAAs.
Since you play on difficulties below Insane, you benefit from magical damage resistance and hobbled AI.
Statistically I find this hard to believe. Here I'm thinking that higher difficulties allow weapons to perform closer to their statistical values due to less fire rate hindrance and accuracy modifier.
AAAs can basically instagib certain fighters on insane though since they punch straight through shields, notably shivan ones with high shield low armor (especially since you don't have this "magical damage resistance").
Flak still has to contend with several hundred odd points of shield.
Look at what the statistics say:
193 combined damage per pulse is more than enough to end Scorpions, Dragons, Astaroths, Manticores, Basilisks, and Aeshmas (as well as the Ulysses, Anubis, Horus) basically instantly. Standard Flaks with their optimal 30shield-30hull dps takes several seconds to even chew through the shields of a Dragon. Much less end it instantly. Killing something in the opening salvo is always preferred as something dead stops shooting you while something at 1% armor can still unload tempests and maxims into whatever its shooting (a result of critical-existence failure model in games, which FS has).
Even assuming that only one of three pulses of an AAA will hit (and even on lower difficulties, more generally do), three AAAs are still far more effective than a single flak dealing absolutely every point of damage to a SF Dragon.
When you take into account that a AAA hit usually fries several subsystems whereas flak has an abysmally low subsystem damage rating further adds to the effectiveness of AAAs. Even if something surivives it is usually left without sensors or weapons (or those systems take crippling damage). At the very least, that is what happens when I get hit by an AAA on insane. If you make it so that they can't shoot you back, its pretty solid plan.