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Lets look at the three strategies that qualify as a 0T ier rush.
They build just scouts, LFs will kill them
They build just LFs, LRM will kill them
They build a mixture, LFs will kill them
See, all these strategies have an easy counter. Even if you're Advent and will find it hard to get your LRM, you can just fight Rock with Rock and build LF to counter LF (hint, Disciples are the best LF anyway)
Now, look at those counters I suggested. If your enemy is stupid, you win with your selected counter. If not, he will build the apropriate counter to you. Once that happens, you both HAVE to tech up! You're going to need your Hoshiko or Ilum to stay alive.
So, we've established there's nothing wrong with an easily killable tier 0 rush.
Scouts are the only counter to LRM. Nerf them, LRM come back into full power and the game becomes rubbish. At least this way people use more than one unit (and Heavy Cruisers, Turrets and Capital Ships counter all three of them!!!). If you want to talk about "what the Gods intentioned", I'd rather believe it was this current state rather than the JOKE it would be if Scouts were removed!
One thing I would say is that currently, the Vasari are worthless early game. Worst Scout (too expensive, weak and too much fleet supply) Worst Frigate (again, too expensive, weak and too much supply!) I'd even go as far as to say worst LRM, in terms of price, armour and damage. So they could use some fixing to make them viable.
That's a really good post with some strong arguments. Let me show you where you are wrong. 
Your point about 'nothing wrong with early rush option': Approved. No disagreements here. Gameplay hurts if every round degenerates into a spamfest with no real strategy, but balance is in order.
Your point about 'scouts being only counter to LRF': An absolute, resounding 'nay'! We're only resorting to the *reconnaisance* vessel because the proper LRF counter, the fighter-bearing carrier, isn't doing its job. DO NOT accept this imbalance and instead plead the developers to correct the fighter balance so we can play this space combat game with military ships and not freaking scouts.
'SOASE: Real-time Strategy. Unrivalled scale. Massive clashes of reconnaissance ships.'
See the problem?
Balancing the fighter is where it's all really at, and it shouldn't be too difficulty (although over the course of the game's by-now long history, they STILL haven't been able to? Whaa?)
To balance the fighter, you'd have to do something along the lines of
-drastically lower damage output of flak on fighters, either by a/ lowering raw damage or b/ lowering accuracy (leaving rest of balance untouched)
-refine fighter auto-attack targetting logic so that 50 squadrons will no longer be attacking the same unit and completely disregard enemy LRF if even a single bomber is spotted. This new targetting script can even be ported to the rest of the units and autoattacking will suddenly be a whole lot more truly automatized and I'll no longer have to shift-queue my targets. Presto!
That's it, really. It can't be that hard!
Your third point about Vasari being weak early, well... I can only reinstate what I said in my earlier post about Vasari being meant to dominate militarily early. Again, it just goes to show something is off - badly.
'Would you rather play the TEC with the best economic options from the getgo and an efficient military or the Vasari with poor economic options and a useless fleet, sir?' <--- something wrong here, no?