That's what the counter missile turrets are for, in combination with grenade launchers that's the core of my warp point defence.
Grenade launchers out range most ships except for frigates and the counter missile turrets negate those.
The only ship that worries me at all now are electric shuttles. They have the same range as my grenade launchers and a wave as small as 30 shuttles destroys all my grenade launchers in a single salvo.
Grenade launchers have extreamly low health.
The problem with forts is they are useless against bombers. I did try going the fort route for my defences, but if the first wave of the game included bombers, it was game over. Because I had rushed to build the fortress I had no other defences and the wave of bombers didn't even notice the fortress on the way to my command station.
Really, the tactics you use on diff 7 or 8 simply don't work on diff 10. Well, at least mine didn't. I lost something like 10 or 15 games in a row before I started figuring out stuff that worked.
As an example, I started a new game on diff 10. The first AI hit me with a 51 ship wave that arrived at the 3:30 gametime mark. (Arrived, not the wave warning appearing.) It's actually unusual to see a wave that early. Thankfully it is nice and small because it arrived so early though.
At the 31:30 gametime mark, the second AI decided to send it's first wave. 977 ships!, including 200 bombers. (bye-bye fortress)
Now the second AI's wave is more typical of what you see on diff 10. And it shows why diff 10 is called 'Doom'. And this game is lost, at least for me at my current skill level. I think it's possible in theory to fend off a wave that big when you are at the 31 minute mark, but I don't think I could do it. (yet anyway)
As for the lighting warhead, it's not an option. You don't have the resources for it in the early game and if you make it past the early game, your warp point defence is strong enough you don't need the lighting missile.
Anyways, enough of me ranting about diff 10 stuff.