Goldfish. That's the easiest ship to fly. That's the ship you want to grow strong with. For a pickup crew; wonderful - The layout is very simple, you can reach and point out any component within seconds. Except the main engine at the back, but that's survivable. Then, the Captain's only got to point the heavy gun towards the enemy and bring it in range to be efficient. Once the Captain has an idea about what he's doing, he/she may enhance going straight for the enemy ship with taking cover, changing altitude, making use of the pilot tools - the Goldfish is easy to fly, and very maneuverable. It's a ship that forgives almost every mistake, because you'll be able to turn around reasonably fast, give chase reasonably fast, run away reasonably fast. And it doesn't die in a split second because the Hull isn't that bad either.
Just flying a Goldfish is easy though - Manticor, throttle forward. Simple. Thinking of what weaponry works well on the sideguns and in which situations you're going to use it, calling your Engineers or Gunner on those spots early enough, knowing how to avoid the sniping pyramidion at the other side of the map while directing your Engineers and Gunner and keeping them motivated to stay aboard after the 0:5 loss, that's where it get's difficult. At the end the Captain always get's the blame (or the glory), and knowing that, it's not easy taking that position in the beginning.