How tight are the tolerances on this system?
Like, hopefully modders aren't expected to spend hours tweaking wing offsets to make sure the different ordnance arrives at exactly the right time (and the player mixing fighter wings from different mods would likely muck it up completely). Will it work properly with the Wing Commander 1 fighter speed boost and/or Strike Commander 1 missile speed boost?
Wing commander etc doesn't mess it up, since they're going to maintain the same spacing regardless of what the top speed is.
If a skill, say, doubled the projectile/missile speed of fighters, that would probably cause problems. Or, say, if a skill doubled the speed of fighters, that'd cause more isolated problems such as interceptor attempts to screen coming in too early. But heavy fighters would be alright even under those conditions, since the duration of the decoy flares increases their margin for error.
Anything short of that should be alright.
As far as picking the right values for modded wings, I can't imagine it'd be too bad. Vanilla gives reasonable starting points, and, really, testing a wing paired with Broadswords and making sure it arrives at a decent timing relative to the decoy flare deployment (i.e. a few seconds after it) should be fine. Basically, I don't think you need to tune various combinations, just tuning the value based on how it interacts with *any* other fighter should put it in the right place. I.E. you could tune a bomber by timing its strike to arrive at the same time the torpedoes from Daggers do, and it'd automatically work with Broadswords, interceptors, and so on.
Longbows in particular are tuned to hit a little before other stuff but they're a bit of a special case, and in any event, they don't *have* to hit before the torpedoes to be effective.