What cykur said.
I think the problem lies in fact that OP is Cap spammer and likes to build his SBs. So a lot of resources become tied up which leaves him vulnerable to hit and run tactic. since his fleet cannot be split because it consists out of 3-4 carrier caps and a few assailants with multiple unupgraded star bases.
I had a nice-sized fleet in this particular game. The problem wasn't that I couldn't send ships after the Orgovs, but that they were hopping around from well to well and seemed to move at a fast pace. That's what bothers me. I'm fine with keeping their power the way it is now if their speed is reduced.
Regarding Skinatra spam, I like to make two of them as a standard build. They are great for clearing large militias off of terrans and deserts. Alternatively, one Egg and one Skin is a nice combo if you're in an eco spot. A lot of players if not most of the pros seem to start out with two caps now-a-days. I'll make more caps or start spamming out flaks and LRMs depending on the situation and what I need the ships for. Skinatras are a particularly good value because they are combination carriers + fortified siege frigates, so making more than two isn't necessarily foolish depending on your needs and what's going on in the game. If a Level 3 Skinatra has 4 strikecraft and can average fielding 4 more with Level 2 Scramble Bombers, that's like having 4 carrier cruisers (56 fleet supply) plus two siege frigates plus Level 1 Repair Cloud). Making more than 1 or 2 Skinatras isn't necessarily as retarded as it may sound.
I tend to build no more than 2 starbases unless I have a lot of money or a compelling reason to do so (opponent is not TEC, I have lots of money and phasic trap, etc.). Starbases are useful early in the game when fleets are small. They serve a purpose and have benefited me and won games for me numerous times. Sometimes it makes sense to go on the defensive. As a general rule, if my opponent is a TEC I try not to invest too much in starbases if I can avoid it.
Yes ogrovs give a punch but getting 10+ of them together to haras takes a lot of resources. I would say hit and run tactic is exactly what counters his style of play. Therefore he has problems with it.
Chasing those suckers around and having to constantly focus on where they are running off to is tedious. In my view, they shouldn't be able to run away from pursuers with impunity that easily. If you lose your focus for just 20 seconds (perhaps because you are managing a battle elsewhere) then they have the chance to jump away from your pursuers to another well where they can do some serious damage.
I wish you guys would drop this silly stereotype you've formed about my style of play and actually read my damned posts.
If you don't see PJs 10 siege will do th same thing. Kill planet and run. I would say though that siege are much easier to counter and therein lies the problem.
Siege don't do nearly as much damage to planets as Orgovs do to structures. Also, siege seem to move slower and siege frigates have to go to the center of the gravity well to get anything done, which allows pursuers to catch up to them and take them down. They cannot bomb a planet safely from the edge of a gravity well and run away like Orgovs can.