The argument has been made that Dropships can evade and make Capital Missiles ineffective.
You are literally the only one in this thread who has made that claim. You started by suggesting them for the anti-pocket warship warship, some agreed with you, others countered. You mentioned the AMS rule, and seemed to determine that this, in conjunction with potential crits, made capital missiles overpowered. Others argued against this, saying they weren't overpowered, just not the best option for the intended warship. Somehow you took this as ineffective, as Weirdo is saying,
less effective does not mean
ineffective.
I will also add, that for warships with less room for weapons, under the basic rules, will find them more effective than other weapons that need more space. A barracuda launcher only requires 390 tons, white sharks are 520 tons, killer whales 650 tons. Each of these are actually below the mass of any of the direct fire weapons, the NL35 is the closest at 700 tons; and the killer whales do more damage, have longer range, and mass less.
With just the absolute basic rules taken into account missiles are not a bad smaller unit weapon, but getting into destroyer, frigate, or light cruiser range the balance shifts towards bigger guns as they have greater potential damage. Adding in advanced rules gives much more versatility to missiles, but also add counters, to me this is a wash in effectiveness. Meanwhile other guns, primarily have gains, leaving missiles behind, to be used under niche circumstances.