Ciao Rolan,
Replying to these AARs is a great EVE Uni throwback :) I'm not there anymore obviously, but here's what I'd write if this were posted in the AAR sections of the Uni forums. Hope you don't mind.
First of all, cheers for stepping up! Taking the helm is never easy, and there's always
so much stuff to do and keep in check that it can become overwhelming.
I mostly flew in WSpace until last month, so I'm not much of a KSpace expert, but I think I can provide some insight also on the high-level decision making and how to write AARs in general.
First of all, when posting an AAR, aside from the qualities that Sergei wrote above, some other details are relevant. I think that you're not missing much but, for sure, it'd be interesting to know how many and which ships you had and what was the goal of the fleet. Also, if you were flying a specific doctrine, that is also relevant.
If you're a new FC, doctrines help you with cutting out some of the complexity: the type of engagement which you can or cannot comfortably take is easier to figure out, and you don't have to worry excessively about keeping in mind what everyone in your fleet can or cannot do, because ships are of fewer types. The counterpoint, however, is that you need people to get the correct ships, and that you are sort of coerced into only taking the engagements your doctrine is designed for. Engagements which your doctrine cannot take are simply out of your league, independent from pilot skill, SP, level of bling, or whatever. A good example in this sense is torp bombers. Torp bombers will
really struggle to fight a Vexor fleet, even if you paint, web, or whatever.
It also helps if the doctrine you want to fly is
well documented, something The Initiative is not very good at, in my opinion. As an example of decently written documentation, refer to
this post.
Conversely, kitchen sink fleets reduce the formup complexity because you just take anything in, but it's harder to know what fight you can or cannot take. I'll exemplify.
Your fleet apparently had for sure
a brawly Gnosis,
a scram-kiting (?) anti-frig SFI,
a painter-only Hyena and
a bizarre, blingy Garmur. Those don't really fit together.
The Garmur is probably a fast longpoint-y thing. It has very high range on missiles, hitting the 50km bracket (remember missile mechanics are funky, so that 63km you see in Pyfa have lots of variance, and that's assuming a stationary target) and fits a CN point (47km longpoint with heat!) and... a meta scram? Not sure what's that used for, maybe it's a defensive scram to get out of hostile scram and re-start its propmod. Anyway, that ship is probably going to engage far and kite while keeping the target tackled thanks to its long point. The blingy MWD means it can hit 6.5km/s with heat, so it has no problems running away from stuff. Its tank is paper, though, and it'll almost instantly die to anything that can track it... such as gate guns. Ooops.
The Hyena is great because of one thing: webs. If you compare the
bonus of the Hyena to
its little brother, the Vigil, you will see that the core added benefit of the T2 frig is the webs range. That's what a Hyena typically does... Except your didn't. If you were a kiting fleet, the Hyena would have used webs to screen you from hostile tacklers, and painters to help you apply to far away targets. But you are not a kiting fleet, judging from the presence of the Enyo, Ares, and Gnosis/SFI. So... What's the deal here?
I could start looking in the two other fits, but I'm not here to bash on the fitting skills of your fleetmates (not only, at least). What I mean is that kitchen sink makes things harder, because some people will bring crazy stuff that you really do not know how you can use.
Anyway, this post is already long enough, but I hope I provided you some insight on one core point:
know what you fly.
Happy pew-pew'ing!
KHV