Since you wont drop it...
http://www.youtube.com/watch?feature=player_detailpage&v=6qR22XCKFEE#t=42s
Aeolus are food (This is on insane), so much for 'approach carefully'! 
A tactic like that only works on a stationary target with no fighter or bomber escort. If the Cho had been moving/maneuvering, not only would your survival have been highly questionable, your ability to safely knock out its turrets would be...greatly diminished. Also, keep in mind that you (unlike any pilot in the UEF) know the Aeolus-class extremely intimately, have tons of experience fighting both alongside and against it, and even when you started almost right next to the cruiser (and slightly behind it), you still lost a third of your health just getting to its (small) blind spot.
Uriels can easily neuter ANY ship--particularly ones that aren't maneuvering--if they aren't attacked/harassed/countered by other fighters or capable warships. I assume this is why mass Treb spam is so effective against uncoordinated/mass Uriel tactics--they're either too busy evading or too busy dying, and even a few interceptors can get into the fray with major results in that scenario.
Fighter escort AND it moving would have just meant I'd have backed off and taken out the fighters first.
Fighter escort and it not moving would have meant I'd have just sat in that spot and shot them like a friendly fire turret.
No fighter escort and it moving would have made absolutely ZERO. Difference.
I lost a third of my health on my first try, with no support from friendlies, while not really dodging much flak on insane vs the hardest to assault cruiser in the game (Assuming you're not coming at it from the correct position, which I'm not).
What do you want? I can and have done that while keeping 100% HP, it's just faster to do it taking collision damage to stop yourself instead of looping lots inside the Aeolus. Dodging flak isn't THAT hard, it just requires a bit of fine throttle / directional control work, anyone can do it.
Trebs wont stop a player (sigh at the AIs handling of trebs..) getting to a target like that, it wont even slow them down (not even a fraction of a second if they're good) unless it's fired straight along their flightpath (which depending on the position of the enemy fighter
could change things a fair bit).
If you're going to make a fairytale combat scenario where more assets were committed though, you would expect to see a bigger UEF response (IE; Not just Uhlans), the point behind that mission though is to see two valuable ships go splat, so it's 3vsAWHOLECRAPLOADOFSTUFF.
All you need is 1 minute in a simulator as a UEF pilot to see where the weak points are on all the smaller ships that you can do stuff to as a fighter, it's practically a no brainer.
Situations change in combat all the time, but the approaches and blindspots don't, if people are using trebs to upset you in a uriel, just position yourself between their capital ship and them and they'll be helping you out instead of hindering you.
If you wanna see what a Uriel can do in a 'more difficult', 'more like what you were trying to describe as an obstacle' then feel free to watch;
http://www.youtube.com/watch?v=8bOKVguQpaY and proceed to STFU.
The example given was how easily a single fighter, not equipped with anything in particular designed to take out turrets / capital ships neuters a cruiser and then continues on with the mission when everyone seems to respect them far too much. Capital ships are back ground noise used to tell the story, the good game play comes from dogfighting or tactical play amongst the dialogue and stage play (yea I count beams as stage play).
Uriel with a tiny bit of rear-guard back up maims entire fleet. Want to keep escalating?
The rest of your point is just copying the stuff that has been said earlier in the thread. Cruisers are Support fire / Attention grabbers as part of a theatre of operation, not roost rulers or stage setters, they're game changers and play makers.