Problem is, AI doesn't see any problem with huge enemy fighter/bomber swarm approaching it. While proper course of action is usually to backpedal to covering allies and concentrate fire on the swarm before it breaks into individual fighters/or bombers get chance to unload.
I don't agree with this tactic the AI tries to use (in my experience it already does this). It actually hurts the ability of the ship to combat strike craft. The AI is not smart enough to perform these kinds of tactics and all this ends up doing is making most ships never pursue the carrier. I have a feeling this is because individual fighters are still mostly considered "ships" to the AI when they are not ships in function.
Depends on conditions.
For my fleet containing a lot of officer-ed ships with Advanced Countermeasures 3 among other things + pair of Drovers for fighter support, even the most carrier-centric AI compositions, including Nexelerin ones (still far from player Drover spam) are very much counter-able like this. Or more like enemy carries lose all fighters soon after encounter start and become easy targets.
For typical enemy fleets lacking proper weapons and officers vs player's full Drover spam, sure, rushing is the right answer (as long as they are fast enough to not get simply kited indefinitely).
I do get what you are saying here and yeah that makes sense. For your specific composition and power level that tactic likely works very well. But, it is sort of because you have built your fleet around it, right?- Since fighters are strong and therefore a major threat? At least, that is the way I am thinking about it in terms of player power creep and generally better player decision making. From my perspective, the idea behind that kind of specialized fleet is that even if the AI didn't backpedal as a default the ships would be strong enough to break through the fighter waves because they have been outfitted to do that. There should be trade-offs for that specialization, too, of course, but it should be both possible and- more crucially- effective against carriers without requiring constant retreat until carriers cannot replace their wing members. That way carriers can maintain themselves as a threat all battle long without feeling overpowered. Most critically, it does something to increase the attraction of flying a carrier as the player. To me at least, flying a carrier feels far more boring than flying a warship. I'm not saying there are no decisions to be made when flying one or anything, but not enough in comparison.
This is one situation where I think the AI is never going to be able to perform as well as the player in a generalized way, and the narrowness of that specific use case as a condition of the battle is easily exploited by the player.
You, as the player, are an extremely competent Admiral that can "fill in the gaps" of AI behavior to get your allies to behave, mostly, the way you want them to. When you specialize this becomes even more effective.
The enemy AI admiral, on the other hand, cannot make such nuanced decisions in the moment to "fill in the gaps" and so you have to account for the general effect of the behavior.
*EDIT*
So which is it? Do you want to shoot down fighters with your PD weapons or shoot down missiles with your PD weapons? You can't say that you can't use PD weapons to shoot down fighters, and then pretend you actually meant to say they can't shoot down missiles, and then say you actually want PD weapons to serve as fighter deterrents. Non-PD weapons are prefectly fine in shooting down both bombers and fighters. It's honestly not a problem to me, so I can't see why it is a problem to you. I can fight the swarms of fighters from Luddic Church/Persean league/Tri-tachyon fleets just fine with normal weapons and PD weapons. Flak cannons seem to work fine to me anyways. They kill missiles, and they kill swarms of missiles with their Area effect.
Is there a particular reason PD can't, by design, shoot down both? I mean sure I understand not wanting to mess with PD weapon damage too much to avoid rebalancing missiles, but the suggestion seemed more in line with making flak solely better against fighters without touching the effect it would have on missiles.