If you ever want to see how well Jam weapons/Flak Burst works, either a) arrange a duel with a friend to determine the total damage output/damage not taken by self, OR fight an Advent AI on a large map. they like their strikecraftses.
Phase out hull: I don't use it. to micro-intense. however, I find that the other three abilities are very useful. or, at the very least, I'll put one point in it, set off autocast, and use it on Marza MB'ing
Subversion: This is fun because I'll get a pair of Marauders and run them around the enemy's territory subverting planets. it kills their production and let's me know if I'm being chased. a pair of marauders because by the time you've crossed a well, it's recharged, so you have to switch which ship you're using to get the quickest effect. This also makes all ships within the radius immune to phase jump disruption (phase disruptor building) so it is extremely useful if used right.
Distort Gravity: makes you fleet much faster when either fleeing, or running down the little chickenshit that keeps jumping his fleet away. good to get to a grav well edge b4 they leave, so you can use Gravity Warhead to destroy their fleet
Stabilize Phase space: here's what you do. get a marauder to lvl6. pair it with another one. set distorot gravity to autocast. jump them as far behind enemy lines as possible, while still staying in-system. now, quickly bring your fleet (which was already at the edge of a phase stabilizer noded grav well) to the appropriate side of the well. use Stabilize phase space. immediately jump your fleet in. once they're all in phase, you can move your ship.
now, enjoy the destruction you reap on the the enemy's flank. (go for their homeworld!)
be warned, though. a careful enemy will do everything possible to stop that lvl6 marauder at the edge of their territory. I generally send 10 Jansurak Sentinels and 10 Ravustra Skirmishers with it, as well as a Kortul or two. (once even sent a Skirantra Carrier and two Kortuls with them. as well as the 20 frigates mentioned above)