Hi there Mike.
I got FC when it came out after giving up on SFB many years ago. I'm used to fairly complex games, so that was an advantage. However, it took me a good few read throughs of the rules and a couple of games before I got things straight.
Now, whilst I like FC, I think it is still a little too complicated, and IMO should have come with more introductory rules to get people started easier.
Here is my advice. Go through the rulebook again and rate the rules on a scale of 1-5. 1 being absolutely essential, 5 being not really needed.
Then play your first game with fleet scale ships using only rules you have marked with a 1. For example, use the same ship on both sides, make it a federation ship. Dont use drones. Maybe not even use acceleration or deceleration - Just set the baseline speed and thats it. Dont use overloaded photons, etc.
Get used to the movement rules, with Turn Mode and Sideslip
Then, progress up from there. Use the rules you marked with a '2'. Allow acceleration and deceleration. Allow overloaded photons.
Then start using drones - which means also including Anti-Drones. You may also want to use tractor beams at this point since they are a vital drone defence.
Rules you might want to class as a '4' or '5'. These rules I do play with, but thats only because I am experienced now and am comfortable with them. The '5' rules IMO could be completely missed out and the game would still be fine.
4. Emergency Deceleration, High Energy Turns, Tactical Maneuvering, Shuttlecraft
5. Shield Burn Through, Evasive Maneuvering, Directed Targetting, Transporters.
Other things I learnt to make play easier:
I use a set of Impulse Cards. You can find these images on my website
www.runestonegames.com - under board games and then Fed Com.
I printed these out, and stuck them to old Magic cards. We then used these during the game to help through the turn order and remind us where we were up to.
I also used speed counters (also on my website). each player has a set of them and secretly selects one and reveals. This then stays face up next to their ship so everyone can see. On impulses they choose to accelerate, put the little '+1' counter next to the speed.
Also, I didnt use the Turn Mode or Sideslip counters. They were very fiddly and caused the map to look messy. Instead I used a d10 for each ship to represent their turn mode. Whenever they move without turning, they get to rotate their d10 to the next highest number. When the number showing matches their turn mode (or is higher), they can turn. The die goes to '0', but then straight away goes back to '1' when they move forward.
For Sideslips, I used a sideslip counter next to the d10. If the counter is face up, they may sideslip. If it is face down, they cannot. So basically, when they sideslip they flip the counter face down. When they then next move without sideslipping, they turn the counter face up.
For energy, I used coins (or poker chips). I even made little 'half' and 'quarter' coins from card. Just made it easier than the counters that came with the game as I had difficulties with the denominations.
I used a house rule to replace 2A5. I really hated the fact that if 2 ships have the same speed, turn mode, etc that both players have to write down their movement orders. This game was supposed to get away from written down orders. So I have an initiative roll at the start of each round and a big token to show which side had initiative. When it comes to things (like the movement) being simultaneous, the side with initiative chooses who moves first.
I'm more than happy to help out with any simple rules questions to help get you started. It took me a while and a few games, but if you find people who will enjoy it, its definitely worth it.
And more advice - dont buy any of the expansions yet. Stick with the basics. Read the rules, read the FAQ / Errata. Ask questions. Just play the basic game.
Let me know if you want anything else.
Paul