They really ought to be stronger, right? They cost more DP and supplies. That trips me up sometimes, too, that Converted Hangar ships *should* beat their non-CH equivalent because it's actually a hullmod that explicitly makes the ship stronger, not a sidegrade - but with a higher cost.
I think CH specifically isn't that problematic in principle, but greatly benefits from the high utility value of certain wings. I'm wondering if it might need a floor value for DP increase. A single wing of wasps on all ships massively increases resilience against fighters and missiles across an entire fleet at the effective DP cost of a destroyer or light cruiser in a lot of cases.
As such I could see there being a need to have a minimum DP increase which then scales up with higher OP fighters.
Sarissa is very strong for sure, though and could probably do with a smaller wingsize for slightly lower OP cost. A lot of free flux is just very good and they even do double duty as flak dispensers. The Iron Shell mod actually has a similar support fighter featuring a wing of two with an arbalest each and no system, which was quite solid with an overall significantly lower wing dps and worse hit rates.
For the Pegasus - what does a good campaign build really look like? I suppose it's contingent on the player flying it personally and burning FMR charges at the right time. Something like 4x Hurricane - it can burst down a cruiser on its own, sure, but it also burns through *so much* missile ammo. It probably is somewhat OP, but I feel like it's also a ship that comes across as more powerful than it is when used in the simulator. I'd love to get more info on how people are actually using it, with what kind of fleet in support, etc.
I ran the 4x hurricane Pegasus in campaign for a bit, entirely in AI hands (cause (sligthly buffed) Ret is too much fun to pilot anything else right now), to see how it would perform. The AI certainly uses FMR much more conservatively than player would, but there have been Ordo fights where I gave it an eliminate order against a Radiant and it would just do the thing and delete the Radiant from existence, essentially cutting the fight short. I fear this is almost more an issue with FMR itself than the Pegasus specifically.
In my eyes, FMR just has more charges than it ever should, allowing for stupid burst in player hands that the AI doesn't really understand. Ships being uniquely stronger in player hands isn't something new, but the Pegasus poses an excessive discrepancy in how it can trivialise combat under player control with no real skill required other than alternating the pressing of left mouse button and F. That in itself is an issue with FMR more than the Pegasus specifically, though, so I'd argue reducing (or even removing) the charges on FMR might actually be the best approach alongside maaaaybe decoupling Pegasus and Executor hull stats since Pegasus can afford to be a bit more slower and/or fragile.