Yes, tying fighters to carrier OP is problematic insofar as that a lot of carriers seem OP starved currently. Give them more OP to be capable combat ships and you open up the can of worms that is making them even stronger fighter platforms.
However, differently sized hangars for various fighter classes is, IMO, lame. It makes no sense because all fighters/bombers/etc are comparable in size.
I mentioned it before in the other suggestion thread, but why not give carriers two separate OP pools for fighters and for its own ship loadout. Make these two pools either separate or allow an exchange rate between the two at a 50% loss. Something like that.
This would allow the Condor to still manage to field a Trident bomber wing, for example by leaving the other hangar empty and shuffling some ship OP over to fighter OP. This kind of flexibility is cool to me.
I like this suggestion as a whole in that it preserves build complexity. Depending upon dev constraints, there are a couple of ways I could theorize to go about solving the overall problem as well that would require some additional work but provide some interesting gameplay(build making) in return:
In comparison, weapons have tiers of strength per mount size (in which there are sub tiers based upon weapon quality/rarity) that, though they too scale with OP, they are also balanced through accessibility in the form of mount sizes (as categories) which vary from ship to ship and as a whole increase in accessibility with ship size (and remain a balance lever as such). A mount can fit a size lesser, for instance, to reduce OP but still make use of the slot. Yet, if the slot is categorized as a mixed type (hybrid/synergy/composite/universal), no lesser downgrade is allowed- because mixed slot types are a benefit overall in flexibility and build power in my mind.
For strike craft, the only balancing mechanism is OP. That makes the "fighter bay" slot's value a
set number in comparison based upon the overall "item" quality/rarity of what can fit in that slot. Balancing is based solely upon the number of bays vs the opportunity cost of what is available and the OP pool of the carrier. Weapons almost never compete, and hullmods are secondary to "strike craft quality" which is solely determined by OP (there is a little more nuance there, of course, but this is a generalization of the mechanic).
Since the highest efficiency per "strike" (and therefore the highest efficiency small scale and when maxing efficiency late game) comes from the highest OP, players feel inclined to mass those wings exclusively on the bays they have available. There is no limiting factor other than -OP available per bay- since weapons won't be a competing factor in the first place. Weapons will inherently have shorter range and be hindered by flux costs and so reduce the overall defenses of the carrier. Defensive upgrades are therefore attractive to give the carrier "kite-ability" and thereby remain alive if something catches up to them.
Small-medium-large as the definitions could definitely work but might be unclear as a way of describing role/power (I suggested this at one time, but some good counter-points have been brought up on this thread)
Maybe give an additional balance lever to strike craft through "bay types" based upon AI roles (and therefore mirror weapon sizes in balance and give strike craft multiple strength tiers within their respective niches) since this mostly seems to be the OP balance anyway? Since there is Interceptor, Fighter, and Bomber currently available as AI types, this can give concise balancing options and allow for more strike craft versatility in builds. It does increase the complexity of variant balance when regarding ships with bays and what type to give them, but at least an example is already present to streamline the balance mechanisms.
Another solution could be to give the bay types a tech definition to limit different strike craft tech types to the carriers' tech type and of course allow exceptions to that rule in ship definitions. That wouldn't necessarily solve the problem of bombers generally being superior as a strike craft choice- as they inherently have to cost a higher OP since they have a stronger overall strike impact by definition- but would be a start to make bay slots more in line with weapon slots.
All of that being said, flexibility and exceptions to the rule are great. So, maybe give the option of using story points to upgrade a bay slot to the next tier? Idk, that might be even harder to balance, but I like the overall idea and flavor of it at least.