These components are actually quite useful in a close game. It is definitely worthwhile, although it certainly increases your micromanagement.
Some approaches: (I can't fine the "Cheesy fleet tactics post", which explains most of this in detail.)
If its a fleet defense bonus or fleet attack bonus module (Tulon, Vengeance), you can put it on a small or medium ship with no weapons, in which case it will be attacked last.
You can make a "tank" by loading a large ship with a single weapon, lots of defense, and one of these modules. (One per ship) This ship will usually (but not always) draw fire, so your other ships could have lower defense and higher offense. If you have a small but powerful ship (Psyonic Beams), I have seen this draw fire away from the tank ship. I am not sure of the A.I. criteria here.
The other modules are individual ship bonuses in your own influence (4 different modules available). The attack value of you ship will actually change when you leave and reenter your own influence.
This can all get a little overwhelming, so be sure to use rally points to bring these ships together. Also, get your logistics up to accomodate these ships in your fleet.