It is true that capitals ships are weak on firepower for their cost, with the exception of some super abilities. Early game, if someone spams level 1 capitals, you chase them down and kill them like dogs with your LRM / Bombers. 
The power of capitals is they add strategic and tactical abilities to your fleet you can not otherwise get. Capitals also contain some counters that have a tremendous amplification effect on the effectiveness of your main battle fleet, essentially making up for their cost. Small fleets often don't have the firepower to justify some of these abilities, but bigger fleets do. If you are winning already by this time, it just means you didn't need a 2nd cap, but trust me, you can actually turn a game around with the use of powers on a capital. Some of the nastiest end game fleets are build around strategies using multiple capital ships along with the support cruisers / repair to keep the capitals up and safe.
Evacuator (Egg) is not really a good fleet mesh ship. But it can rapidly suck down an unfortified world and colonize it giving Big Strategic benefits in Multiplay. It does well in smaller engagements because it can eat ships and make them vulnerable to fire, as well as STOP THEM FROM PHASE JUMPING and escaping! It may not have been worthwhile to you in your game because you are winning, but in a close fight, it is crippling to have one of these running around assassinating worlds.
Kortul - Explosive Nanites can start a chain reaction of destruction on a fleet... can be kind of hard to pull off, but very rewarding if you do. Otherwise, relatively hard to kill and good at killing other capitals and offering some anti fighter protection.
Marauder - Phase out Hull for saving friendly ships from destruction or singling out enemy ships from the enemy fleet so they get seperated. Level 6 ability for strategically allowing a fleet to warp in from your phase gates.
Skirantra Carrier - AoE Healing! Micro-Phasing Aura makes your own fighters hard to kill. BTW, stick 3 of these in the middle of a big ass fleet of Vasari, along with some overseers to keep them up, and then carefully micro their healing so they don't overlap. That is a LOT of AoE healing power.
Halcyon - TK Push - AoE anti strikecraft defense and Energy Aura - Boosts damage...with enough ships, the boost can be worth more than the cost of the Halcyon in firepower.
Progenitor - AoE Shield Regen + Iconus Guardians = damn hard to kill Advent fleet. Some Advent use 2 or 3 of these in late game fleets.
Kol - AoE anti Strikecraft Flak Burst can tip the strikecraft war heavily in your favor.
Marza - Raze Planet, Missile Barrage. 2 Marza with Missile barrage can destroy an entire fleet of cruisers. Generally, only 1 is needed to kill a fleet of frigates. Probably the most overpowered ship in the game right now.
And suddenly, when you start enjoying these caps direct powers, you suddenly have a use for other support capitals to either counter them, or amplify them, like the Revelation or Dunov.
Does the game get to this stage often, or is it necessary? No, not often, but if you ever get a chance to fight a late game player who can carefully micro a complex fleet, it is impressive. Late game Advent battleballs can be extremely tough to kill, and they use 6-8 capitals making full use of synergies, but they have tons of frigates too, because the capitals by themselves are not that tough.
You generally have to play bigger maps to get to this stage of the game. In 30 minute to 1 hour games, it is probably better to just make frigates, because you don't have time to develop a high technology, high level cap fleet in that time.
You might also find some ideas in this great thread that SageWon has kept updated.
https://forums.sinsofasolarempire.com/335807