I do not consider modern Odyssey a carrier like the others with bays. It has too few bays, and it has evolved into extra-large Shrike that happens to have few bays as an artifact from what it used to be. Odyssey as a dual plasma playership can work fine without fighters, but I use fighters because what else can I use that is as good, not to mention Mining Pods are free... and are actually decent meat shields for an Odyssey that will brawl like a Shrike. Plus, what fighters I do use on Odyssey, I use because they are infinite Sabots or Atropos (Longbows or Daggers), or meat shields (Mining Pods or Xyphos), and all of them are decent escorts that never need to "Engage".
Legion is the only carrier that can get away as a warship, but even it has to skimp on weapons (although that is partly due to horrible dissipation), although it has enough left to work with. As for fighters, I use the 8 to 10 OP ones. (If I wanted bombers on a capital, I would pick Astral for obvious reasons.)
Heron is too OP starved to fight as a warship and do well as carrier. I tried warship Heron with Talons, but the results were mediocre. If I use decent non-bombers, I do not have enough OP left for proper warship duty. Not enough flux/dissipation, no ITU, or not enough PD. Nevermind campaign mods that I can squeeze on most of the top-tier ships. I did not have those loadout headaches during pre-0.8a releases. It is not that Heron cannot do some of the warship-lite loadouts (but probably at the cost of fighter effectiveness), but it is worth it over making it Drover++ and hide it elsewhere?
The problem I run into when I try to do this is that, in order for the AI to use it, you have to make the carrier completely self-sufficient as a warship sans fighters entirely.
And Heron in previous releases could do that. Kill off weaker assailants with a warship-lite loadout while it rallied around a nav/sensor relay.
Is there any sensible Astral build that actually uses more than maybe a third of its energy mounts? And even if there is, would that build be better with fewer guns?
The most guns I put on Astral is five heavy burst lasers, sometimes less. All other mounts are empty. Everything goes into bombers (mix of Khopesh, Longbows, Cobras, and/or Daggers) and Expanded Deck Crew, and it is effective.
In old releases, I would use three heavy blasters and while it was worse than Odyssey, it could still brawl against cruisers and maybe other capitals if I had a skill advantage. I do not bother with that today. Just get the best bombers and abuse recall device.
Also if the issue with fighters was that skills made them irrelevant, then making fighters a separate ship would guarantee that would happen again since no one would ever waste an officer on a single fighter wing. My biggest problem with old fighters was that they died permanently like ships if the whole wing went down. They were basically just a frigate alternative for map control, and frigates are not very good right now, so I don't see them being worth fleet slots as separate entities. Tempests and omens are better at pursuits and map control anyway.
That was only true for releases before 0.6a, or pre-0.8a releases if you did not have a carrier in the fleet. Fighters' main advantage from 0.6a to up to 0.7.2 was they were zombies... in releases where ships were rare and hard to stockpile. (There was no ship recovery, just the aggravating slot machine of boarding. And shops were no better than gambling at Gheeds - pay millions to clean out a store and hoping something you want spawns next month.) You could kill fighters in battle, but they regenerate after battle as long as a carrier was in the fleet.
That said, none of the carriers were frigate-sized, and frigates were much faster than even destroyers once player got Navigation 10. Carriers were no good for frigate-only fleets, but they were decent once bigger ships were used.