Having just watched the video, the 2:30 mark really does seem eerily familiar.
Having said that, in terms of the "noob tube" I really believe this concept is circumstantial in GoI, border lining on non existent. You could classify the manticore goldfish or even the metamidion as the "noob tube" but the problem with this is that the more experienced players (if we are following the "FOOS" example) will be more skilled than the newer players in executing these "High power for low skill" strategies. Hence it becomes who can "noob tube" better at that instant in time.
It only gets worse that in GoI there are two options when the experienced players peak in these "FOOS" examples. a: leave the game, b: experiment with the higher skill requirement ships, that often punish you more heavily for slight mistakes or put you in some undesirable situations for a inconsistent reward.
Thus when combined with the aspect of counter play (If you do A, I'll do B, and if I do B you'll do C...) few ships are optimal/ somewhat viable in every situation that you come across and will require higher levels of effort and skill to attain positive results when stepping away from "FOOS". This becomes evident when also considering map implications along with ship pros/cons.
Higher skilled ships:
Spire, Pros: Firepower with good turning speed, vertical movement, versatile. Cons: Likely to crash into terrain due to height, vulnerable points, fragile, slow, repair ability.
Mobula, Pros: Firepower and horizontal spacing, vertical movement, versatile. Cons: Poor turning, fragile, slow, repair ability, balloon.
Galleon, Pros: Firepower, Tank, versatile, top speed, ramming potential. Cons: Size, poor turning, vulnerable balloon, acceleration.
Squid, Pros: Speed, turning, ability to deploy tar as a weapon, vertical movement, small size, potential ability to tank... Cons: Hard to maintain engines, low armor, poor firepower, can be ignored.
"FOOS" ships:
Pyramidion, Pros: Versatility, speed, easy to repair, ramming potential and combined firepower, smallish frame. Cons: I would say turning but um... phoenix claw hence *cricket churp*
Goldfish, Pros: Versatility, speed, ramming potential. Cons: Component spread, low armour, long tail (when it gets caught... >.<")
Other: (Higher skill than "FOOS" ships, but seen more regularly than other higher skilled ships)
Junker, Pros: Firepower, turning, lightweight tank, thin frame, versatile. Cons: Vulnerable balloon, slow, ability to escape
On the off chance however that the experienced players manage to successfully use one of these higher skill ships, the newer players will be slaughtered at an even higher rate... However the newer players will be unable to replicate these strategies they are having used against them with the same success rate due to the high skill requirement.
In terms of competitive we are yet to see the "FOOS" or "meta" change for some time... With only some of the competitive teams branching out into higher skill ships under the spotlight. (Not including Sunday skirmishes)
Hence I don't believe the atmosphere of GoI is conducive to retaining new players as the skill requirement is slanted heavily in favour of experience. There is no small fish eats bigger fish until the circumstantial skill plateau has been met...
In order to attempt to retain more players you really would need an in game extensive knowledge base. Something that is easily accessed and not hidden, something new players can see the moment they hit the main menu. We're probably talking in depth articles on tactics, gun combos, ships, map layouts. Etc. Just so some experience can be gained without necessarily playing. (Those who seek to learn shouldn't have to pay in blood)