I tried building a fleet dedicated to anti-ship mine bays. Goal was to saturate PD with fighter flares and Salamander spam to let mines do work.
I intentionally built ~6 carriers with D-mods (18 points, 3-fighters, fighter damage system) and a single no-dmod capital ship (Bulldog - same mod, P.A.C.K.) all with the mine hullmod. These were deployed en masse, with random Tempests/Harbringer flagship to round things out. All large ships had an augmented drive field fitted (burn 9 fleet with a capital, ha!) since I figured the fleet would create enough pressure to not need flux / point defense / standoff weapons.
Did it work? Kinda.
I did a couple of 150-250k bounties and killed a couple of Pirate/Ludd bases. Kinetic-damage fighters with flares are really good and Salamanders annoy the AI, so the carriers were never in a ton of danger. Dumping points on mine bay + augmented drive worked out. I usually got bored and killed enemy capitals/cruisers with the Harbringer rather than wait for the Bulldog to get to them, or seeing how long it took for mines to penetrate their PD/drone screens.
The mines definitely got some good hits in around shields. Every so often I'd see ships entering the fight missing armor. They also got hits in once ships were flux and EMP-locked and drifted into them - but at that point there's more point-efficient ways to strip armor.
In combat that wasn't one-sided, there usually seemed to be enough mobility/rear-facing PD to evade or kill mines. I didn't really see mines swing flux wars, only hit targets that were already down. Then again the harder thing to judge is their effect on AI behavior - maybe some of those fights were won because the enemy AI rotated the wrong way or backed off too early due to mines appearing behind it.
This playthrough was heavy on combat skills and light on logistics/repair ones. As a result the lack of Efficiency Overhaul or salvage rigs was kind of annoying, and fights weren't quite self-sustaining when you take mothballed salvage into account. Dropping the unnecessary Augmented Drive hullmod would give me that, but the carriers were still kind of mediocre in combat. A bunch of flux regeneration, filling out awkwardly-facing weapon mounts to discourage flanking, and more aggressive weapon choices on the capital ship would probably have been a better use of 25 points. I assume going from ~150 points of mine-deploying ships to ~200 would have diminishing returns, and wouldn't tip them into relevance.
In short - awesome flavor hullmod, building a fleet around it kind of worked but wasn't overwhelming. Point cost might be too high for what it does.