Alright, I shouldn't have written that you can *always* react to the randomness, that was a mistake. Some ships suffer more because of randomness than others. The Stealth Cruiser, for example, is very fun to play with but very susceptible to bad luck. If the first enemy you encounter has two attack drones you might just as well restart. Or if you can't find or purchase a decent extra weapon by the time the average enemy gets triple shield layers, all you can do is pray your FTL drive charges quickly enough. Nonetheless, I find that the randomness of the game only makes it more interesting. I rarely have the feeling that the game doesn't give me a fair chance, and when I do, it's usually quite early in the game (and almost invariably in the form of not finding decent weaponry or drones anywhere) so it's not a disaster if I have to restart. I like the idea that I have to adapt to what the game throws at me. You can start the game with an idea of how you want to play, but often it'll turn out very differently and I like that. If you're going for an ion weapons + drones approach, but you happen to find 2 Mantis early on and get to a store that has a crew teleporter, you can (and probably should) completely turn around your strategy.
You don't have to ignore all random encounters (you will probably end up with too few resources to win the game if you do that), but would advise caution with them. I used to just try them all and it resulted in failure. Then I learned to estimate which ones are worth the risk and which aren't. I NEVER risk crew, for example. Giant alien spiders? No thanks. Encounters where the only risk is suffering hull damage are usually worth it, imo (though in my experience the haywire defense system encounter has a very low success chance if you don't have a blue option).
The ship that probably suffers the least from bad luck is, I believe, the Type A Engi Cruiser "The Torus" (of the ships that I've unlocked, I don't have the Rock, Mantis, Slug or Unidentified Cruisers). It starts out with a drone system, which means extra versatility because random early drone finds can immediately be useful. But most importantly, its starting weapon, the Ion Blast Mk II, is magnificent. It's not the best weapon in the early game, but it remains very useful throughout the entire game: it can take out a max level shield completely by itself (if you survive long enough, of course), meaning that you're never extremely hard-pressed to get extra weaponry. The only weapon that grants even more certainty of dealing damage is the Artillery Beam (because a Defense Drone Mk II can shoot down ion blasts). The downside is that you can't tell your drone what to attack, so your inability to completely suppress the enemy weapons system with one or two volleys (a strategy the Stealth Cruiser excels at) probably means you'll eat the occasional rocket in the early game (if you don't find any defense drones).