I don't know what world you're living in, but it's clearly not the same one as mine. Reading your posts, anyone would think flying a snub is actually worth their time, when in fact you spend well over half your 'combat time' trying to avoid instakills from caps and other snubs.
Flying a snub is as frustrating as it is difficult, and in no situation is a snub of any kind a 'prime choice'. Their only advantage is their ability to engage and disengage at will, as well as extreme agility. Cost, too, if you consider that an advantage. Compared to a capital ship, your impact is much less, you scale much less drastically with numbers (compare: impact of 1 VHF to 10 VHFs/impact of 1 cruiser to 10 cruisers). When capital ships start to appear in groups of more than two or three, snub PvP of any sort quickly becomes almost impossible, unless you count swarms of bombers lobbing SNACs for 3 hours on end as gameplay of any sort. And even that's assuming the cap pilots don't mess you around and start shuttlerunning bots (good luck CDing all of them).
If anything, capital ships are in the prime position right now. You can spend a whole lot of credits and not worry about having any skill to speak of (let's be real here; while the skill ceiling could be argued to be somewhat similar between caps and snubs, there's no way in hell the skill floor is anything comparable) and immediately have a massive impact on groupfights (the smaller-scale, the better). It only takes one capital ship to absolutely trash a snubfight/snub group three or four times its size.
This mod is only VHF-centric because they're easier to get around in and easier to set up. End of story. If people wanted to min-max for effectiveness, I guarantee you the entire server would be flying gunboats (the best capital ship class) around (when they weren't powertrading, of course ).