Sorry about the delayed response.
Remote Operation Relay: Reduces crew losses for this carrier's fighters to zero, but also reduces the maximum range of fighters with crew requirements by 50%.
Not currently possible, though it might be. I haven't done a final pass over "making these values tweakable", and the fighter range value is a prime candidate for such.
The "with crew requirements" part would be tricky, though.
Miscalibrated Autofactory: Applies the "Ill-Advised Modifications" hull mod to this carrier's fighters, giving their weapons a chance to fail (with fighters with permanently broken weapons returning to carrier in the same way that bombers with expended ammunition would). This hull mod is intended for D-class carriers.
Probably not. Good point re: D carriers, though, they need something.
... well, maybe. A script making the stat changes necessary, and then manually telling the fighters to go back for a refit by setting the new "time before refit" ship member variable to 0.
Armored Fighters: +100 armor & -10% top speed / maneuverability & 10% increased fighter refit time for this carrier's fighters.
Could currently be done via skill but not via hullmod. The way stuff is hooked up, carrier stats don't affect fighter stats, aside from the carrier's CR (which is inherited by the fighters at the time of launch). I.E. A "+100 fighter armor" skill would specify that it either applies to the fighters of the ship the captain is on, or to all fighters in the fleet of an admiral with that skill, but there's no ship stat for "the armor of fighters launched by this ship". That would be kind of rough just due to how many stats there are; don't want to double the number of stats essentially.
Kamikaze Charges: Disabled fighters (...and possibly fighters with disabled engines) detonate on impact for HE damage (and impact immediately rather than drifting with collision off for a bit), but crew losses from fighters are doubled. This hull mod is intended for Pather carriers; the actual damage value might need to scale based on fighter "size" (perhaps as a percentage of fighter HP?), but probably shouldn't go higher than maybe 300 for heavy fighters.
I think that could probably be done with a pretty involved combat script, detecting these collisions and applying the damage directly.