I must say that I love the feel of combat in this episode. It actually feels like two to one odds is a serious threat to you, as opposed to UE's approach of having the player shoot down a dozen enemies at every Navpoint. When most fighters crumple within half a dozen shots, skilled flying becomes much more important as opposed to sheer gunpower.
As for the ships themselves:
The Stiletto felt very much like the WC2 Ferret, which makes sense since the stats for it are pretty close. It had all the speed and agility you could ask form with just barely enough shields and armor to survive if you are good at dodging, and the four heatseekers were just right for when you need to take down a turreted enemy fighter/bomber. The only serious drawback in my mind is the short range of the mass drivers (which was the same problem that the Ferret had). Otherwise, this ship very much captured the essence of what a light fighter should be.
The Gladius had an ideal set of guns and missiles for anti-fighter work, as well as having medium shields and armor while remaining decently maneuverable. While definitely inferior to the Sabre, it still felt solid and dependable. Its chief drawback was the slow afterburner speed in comparison to other Confed fighters. In all, it felt like a slower, heavier counterpart to the Rapier II, and I would rank it slightly below the latter.
The Sabre had good weapons and good armor, combined with medium speed and maneuverability. The mass drivers are a bit widely spaced, but that does keep it true to the WC2 Sabre. What are the normal ordnance loadouts for fighter missions and bomber missions? The Sabre mission in episode one had it carrying a single torpedo. Also, does the Sabre's turret fire automatically like the turrets on the Shrike and Devestator do in SO, or is it manual only?