Be advised as this information is very subjective. I didn't use most of those technologies in my ships and only saw then in action when used against me (I also often check AI tech tree to see how it looks like).
1. Energy Weapons :
-short range
-large damage
-some of them are instantaneous, thus have high accuracy
-requires large amount of research to be effective
-no supply required
-can be deflected by armor
My opinion - other than for PD purposes I don't use them.
2.Torpedoes
-medium range
-requires small amount of supply
-can be shot down
-requires small to average amount of research
My opinion - good secondary weapon for command section
3.Missiles
-medium to VERY VERY long range (longer than anti-planetary siege driver)
-can be shot down
-requires supply
-damage can be upgraded by research without replacing weapons
-very versatile (there are missiles creating lasers or beams when detonating, missiles firing projectiles after detonation, missiles creating damaging cloud of ... stuff)
-requires little research to be very effective (assuming you have dreadnaught technology to use heavy IOBM)
My opinion - my favorite weapon in sots2. Heavy IOBM clears planet in several salvos without much damage to infrastructure or hazard rating. With range and speed advantage you can take out almost everyone NOT armed with missiles.
4.Kinetic weapons
-large versatility
-small to long range (with VERY long range for Siege Driver, but I don't recommend it as anti-ship weapon)
-requires supply
-varying accuracy
-average to large amount of research required
-can be deflected by armor
My opinion - don't bother with those, good ones require large amount of research and rest isn't very good.
5. PD - anti missile/drone weapons
Codex said:
Rapid Pulse PD Laser - General usage, light damage, high rate of fire, high accuracy, best vs missiles.
Phalanx PD - General usage, heavier damage, high rate of fire, average accuracy, best vs heavier, slower targets.
PD Phaser - Intensive usage, heavy damage, lower rate of fire, perfect accuracy, best in large numbers vs missiles or drones, easily overwhelmed by heavy tracking ordinance.
Interceptor Missile - Anti heavy ordinance, high damage, mid rate of fire, tracking, best vs heavy missiles and torpedoes, more easily overwhelmed by masses light tracking weapons or spoofing conditions.
As you can see PD are either kinetic, missile or energy based. In energy tree there are also Variable Laser and Variable Phaser which can work as both PD weapon and general anti ship weapon.
My opinion - my standard design has all light slots spent on point defense weapons. I even used medium slots on Leviathans for variable lasers (Hiver leviathans lack light weapon slots).
6. Planetary assault weapons
Don't bother with those, normal weapons can deal with planets AND enemy ships which are main obstacle. I will list those, but as I don't use them this might not be complete list
-assault shuttles - flies to planet and does some damage, can be shot down
-bio missiles- depending on your biotechnology missiles you can infect planet with some sort of plague, be aware that your enemy can have vaccine and one race is immune all plagues excluding Xombie (to which there is also no vaccine). Missiles can be shot down.
7. There is probably video guide for that, I'm not very good in explaining such things.
8. if by strike craft you mean Battle Riders then they are destroyer sized ships (1/3 size of cruiser) that behave almost like today aircraft, they have to be carried into battle by special designed ships (carriers) or can be based on land (Space Hangars, Stealthed Structures). You build carrier and riders separately. Advantages are that you can improve your weaponry by improving riders and having same carriers, disadvantage is that without it's riders carriers loose about 50% of their firepower. (Not true for leviathans which are so big that standard one carry some riders on board)
9. Here you have all technologies listed along with all weapons that they provide
http://sots2.rorschach.net/SotS2_Codex With weapons you can see their exact detail like damage, range, supply, crew and power requirements and many many more.