And, for the love of god, stop making AI-controlled Fighter Wings ignore Bombers/Torpedo Bombers and charge at Capital Ships that they can't hurt.
Also - interceptors already preferentially target nearby fighters and bombers.
http://youtu.be/D7EepqavWmIHere's an example of an AI Xyphos wing deciding to "intercept" a cap ship on its own. It flew all the way across the map from its carrier, ignoring 3 cap points, light frigates, and torpedo wings to attack a Paragon. When it reaches the Paragon, it can't decide which target to defend against, and spins in circles before being vaporized.
The AI will assign ONE fast unit to intercept a target, while the rest charge off to find targets they have no business attacking. To many players, this is one of the reasons why to it looks like the AI is hijacking your orders in favor of suicide missions.
And counteract bad AI choices (No, Talon Wing, you shouldn't intercept that Onslaught).
... or my Pirhana Bombers trying to Intercept a wing of Broadswords...
Ok, now you *are* making stuff up!
Units are being sent to "intercept" targets they have no chance against as a result of the priorities system. Unit speed is the main factor when determining priority, it doesn't take into account threats along the way, or the difficulty of completing its objective. In my random battles, bombers will often be autoassigned to capture/patrol points, where they come across fighter wings and frigates along the way and at the objective. You might be given 2 Cap ships, 3 Cruisers, and a mass of destroyers that would dominate a capture point, but it'll send a bomber wing because it was the fastest. Someone might say "just give a direct order" and I do use that to assign bigger ships to cap points, but the AI will STILL send the bomber wing for objectives, since the the bigger ships don't count as light/fast units. Also, larger ships directly assigned to objectives seem to lose most of their AI, and become sitting ducks. If I cancel the objective or set the AI to "search and destroy" any time something comes into range so the AI ship regains its senses, then the command point won't be set to recapture (the AI will ignore the backcapping) and I have to manually reassign, costing several more CP (the AI will priority shift, moving fast units across the map rather than cap with the larger ship right next to it). In the end, it costs me all the CP I have to perform the simplest things.
Say you have Talon/Bomber wings on escort (yes, I know it's not working as intended). You want them leashed to something so they don't just fly off on suicide missions, yet stay close enough to the battle to actually have a function. You want them to avoid units they'll be crushed against, while protecting its charge from missiles and attacking units they're strong against. Yet the Talon will chase after targets with tons of beam weapons or flak, and the bombers will engage fighters because they were the first target in range.
Lastly, why not let ships be the target of strike rally points? Why have a strike craft rally point that you have to constantly micromanage, when you could simply rally your strike craft around the carrier? Currently, bombers leashed to ships with "escort" lose their AI (they try to mirror your ship's movement and stop moving intelligently), and completely ignore all "Strike" commands.