That is precisely why I used a machine empire so there were no modifiers whatsoever affecting the fleets. Maybe you performed your tests with a different game speed? I did mine on fastest; so while the game slows down to a crawl anyway, maybe the speed setting affects combat calculations. Or maybe they really changed something in 1.8.2 which could explain the difference.Thanks for these tests! I did my testing with 1.8.0 and there might have been some changes regarding targeting or some other in-combat behaviour, although none were mentioned in the patch notes. (Except downgrading the damage of Flak Cannon.) Another possible difference is that your leader might have spawned with trait(s) that affect combat, but mostly I'd suspect that for some reason the bombers of DFoD just behaved more rationally in your tests.
Anyway, I tested a few more offensive loadouts. One of those failed horribly so I'll get it out of the way:
The other designs capable of defeating the Doomfleet at around 406,500 minerals are the following:
Again, each fleet duked it out with the Doomfleet five times. The amount of ships remaining:
G-000: 229 - 229 - 230 - 225 - 210
T-000: 231 - 232 - 225 - 228 - 227
300: 215 - 226 - 224 - 227 - 221
304: 210 - 202 - 219 - 214 - 220
A-200: 244 - 241 - 241 - 246 - 244
A-202: 233 - 239 - 231 - 245 - 238
0100: 100 - 73 - 71 - 119 - 101
So, together with the results of my previous tests, the average number of ships lost and their worth in minerals is;
Lance: 51 - 74,154
Giga: 51.4 - 74,735.6
Emitter: 56.6 - 82,296.4
NoXL: 55.6 - 80,175.2
A-242: 91.6 - 136,026
A-242 d: 89 - 114,899
G-000: 53.4 - 78,070.8
T-000: 45.4 - 67,373.6
300: 117.4 - 140,410.4
304: 108 - 136,728
A-200: 72.8 - 93,620.8
A-202: 69.8 - 92,554.8
0100: 183.2 - 270,220
The clear winner here is Lance with 2 Plasma and 2 KA. As I suspected, the missiles in the A-2*2 design do not contribute anything to its damage output and one is better off not putting anything but an arc emitter with two bombers on it (or rather, you're better off using direct fire designs - both for efficiency and game tick rate). Using PD seems to be slightly better on it. Missiles can work but are not worth it.
I'm going to test which ratio of Plasma and KA is best and than look into the auxiliary and defensive setup a bit more.