I think Small Hulls should only be used to fill in logistics gaps that bigger hulls leave behind, relegating them to usage as 'escorts'.
Otherwise, Medium Hulls are the most effective early on, and then you get Large and Huge hulls later which are even better, but in most cases(IMO), uglier

.
As for Tiny Hulls, you can bolt on one defense and one weapon and anything else in the remaining space, and fleet together as many of them as possible. Then you put up an array of four military starbases in a certain sector, and upgrade them to make them as powerful as your tech allows. That way, the SBs give the same bonus to each of those tiny-hulls in the swarm fleets to make a rather powerful early to mid-game interception force.
It doesn't take much research effort to tech up to Starbase Conquest Strategy, and the tiny swarms are effective until huge hulls come along late in the game and swat them aside. However, the sheer number of constructors required to set up such an array and the sheer inflexibility of the plan makes it impractically expensive.
Such a system can also be used to immobilize passing enemy ships by surrounding them with tiny ships and using Interdictor Beams on them, or it can be used to propel offensive fleets of larger ships by using Stellar Wakes and Inverse Tractor Beams on them, but IMO, it's not worth the price.
I'd only use a couple of Star Furies very early in the game to try and trick anyone into thinking I'll go down laser road, and to have a symbolic 'military' while I research he techs required to build my true military designs.
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EDIT: Well if you have 7 inherent logistics and have completed any one branch of weaponry, you can have fleets of 29 tiny 1/1 attack/defense cheap ships boosted by 4 military starbases to a total:
Attack: 153 per ship. 153 x 29 = 4437 attack per fleet!!! Without any further bonuses!
Defense: 29 per ship(vs each attack type). 29 x 29 = 841 defense per fleet.
Speed: 8pc/wk speed boost to all of your ships.
Enemy Speed: All enemy ships slowed down by 4pc/wk.
Cost: 44 bc per ship = 1276 bc per fleet.(Using a Railgun & Armor Plating on 27-size hulls)
HP: 5 x 29 = 145 hp per fleet.
These tiny fighter swarms will be able to kill fleets of all-attack huge hulls even late in the game. Combine it with First Strike and maybe a 25% or 50% Luck bonus and no one will be entering that sector easily. However, I don't think it's very useful/feasible outside of an abundant galaxy where each sector is dense and you have plenty of planets to fund this thing.
And 29 tiny fighters will look great using First Strike and swarming over 5 hapless dreadnoughts, who thought they were the biggest offensive meanies in the galaxy, and are gone before they could wonder what hit them.
Further Edit: If you max out the tech tree, attach 6 more modules to each military SB, and fit 3 Black Hole Eruptors + 1 Black Hole Generator to each tiny fighter, you'll get 299 attack per fighter and a fleet attack of...
8671!!! Effective in killing even highly defensive dreadnought fleets(with a luck bonus). But then, each tiny fighter would cost 605 bc!
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400bc-and-up dreadnaughts
What huge-hull 'dreadnought' do you get for 400 bc? The huge hull itself costs 320 bc. Or are you calling all Medium/Large/Huge hulls 'dreadnoughts'?