Disclaimer: I know next to nothing about MoO.
Usually if you can define a race's technological advantages and disadvantages then combat philosophies can follow from that pretty naturally. For example:
Maneuver: A race whose ships are nimbler than their opponents' might emphasize this for evasion and for striking opponents' weak points. This might result in a doctrine of working behind opponents to get at weakly defended areas.
Speed: A speed advantage really lends itself to hit and run tactics.
Weapons: High powered weapons with low ammo or rate of fire would dictate a strategy of ambush or of making each shot count. Highly accurate weapons could enable sniping or careful targeting, or could be used as point defense. Weapons with poor accuracy or range would require getting in close.
Defenses: Poorly protected ships would have to make up for that with agility, range, jamming, or numbers. Ships with regenerative shields would want to control the tempo of combat to make sure their shields are not overwhelmed. Heavily protected ships could use that capability to get their ships in close for a coup de grace. Do ships have a defensive weakness that they must prevent opponents from exploiting?
Sensors and jamming: Cloaking devices should be pretty obvious. Superior sensors could allow the targeting of specific enemy systems, or long range sniping. Superior computers could increase the accuracy or effectiveness of weapons or defenses against a particular enemy.
Quality vs. quantity: A race with poor overall tech might elect to swarm opponents with overwhelming numbers. A race with expensive wonderships might be forced to minimize losses at all costs.
Communications: Superior communications would permit better coordination between ships. A well protected scout ship could direct fire for heavily armed but lightly protected allies.
Specialization: One race might have ships that are all well-balanced, while another race might have a more fleet-oriented doctrine where ships have assigned duties like scouting, defense, or power attack.
Culture: Racial tendencies might color or override tactics as well. Insectoid races could be okay with suicidal tactics. Wolf-like races might tend to focus on damaged vessels.
One more comment--one thing about space combat games is the total lack of terrain features on the map. That reduces the importance of maneuver and simplifies (in a bad way) attack choices. I've always wanted to see a space combat game where the combatants could more easily alter the map--minefields, impenetrable stasis bubbles, clouds of chaff, and so on. In my SFB days, the Neo-Tholians were my favorite race to play, as they had the web caster--the one weapon in the entire game that let me put stuff on the map that affected movement and weapons fire.