You have important characters who are part of the military in your Empire, right? I don't remember how fleshed out your character system is, but assuming they are given personalities, traits, and some form of political importance (IE, you as the Emperor would want to keep them happy, use them, get their support for things, etc) then you can tie together the political and strategic elements in ways that also occurred in the real world.
Think of some of the non-military reasons that ships get built, and decisions are made between building another battleship or switching to aircraft carriers (or some other general strategy): politics and economics. In Imperial Japan they continued to invest in battleships even after it was fairly clear the aircraft carrier had made them obsolete because politically powerful admirals pushed to keep building them. Here in the United States even as we speak we are building weapons and ships and all sorts of military projects not because the military wants or can use them or because they'd be effective, but because those military projects provide some jobs to certain regions and lots of profits to certain powerful people.
So say one of your military leader guys has the trait: "Favors Strike Craft." Every time you increase the rate of production on Strike Craft (fighters and bombers) this guy is more likely to support your other decisions. And, because you've got all these Strike Craft lying around, you start using them in your fleets more. This affects what else you build - no need to build anti-strike craft cruisers when you have so many fighters. You'll need more fast carriers if you want to deliver strike craft around the galaxy quickly. Etc etc. Soon enough, because of one influential character, your entire military strategy is shaped - and that's without even considering whether or not it was the best choice militarily.