Currently, the player and AI have little control over fighters beyond targeting one ally or enemy and having all fighters attack or regroup. It's always been a big problem in my opinion, one that kills the fun of carrier gameplay for both ends of the gameplay equation.
There are multiple issues with this:
-Little interactivity and room for skill expression for a player playing a carrier = no fun from dedicated carrier gameplay.
-Any composition of fighters that isn't all fighters, all bombers, or bombers+specific escort is made horrid by the inability to order groups separately (can't have fighters doing one thing and bombers another, all are forced to return at the same time etc).
-Fighters can only attack in a straight line with no control. The player can't do anything creative, and conversely never has to think about how to deal with enemy fighters that always come to them like lemmings.
I have two suggestions regarding this, plus one inspired by a game that, in its old iterations, succesfully managed to make certain aspects of pure carrier gameplay fun and dynamic despite being a simple, fast-paced and arcadey shooter game.
1. Allow the player and AI to select and order fighter groups separately like weapons are (while keeping the ability to select all).
2. Allow the player and AI to target locations for their fighters, not just ships. This allow fighters to flank or circle around ships exactly as the player/AI needs (giving control to do more than just click ships and watching them lemming into main guns), allows them to wait to the side before attacking when needed (instead of being stuck at the carrier under regroup or being blapped by flak uselessly), allows for pincer attacks, allows fighters to be sent to a location in advance to intercept an enemy fighters or frigates instead of reacting after it's too late, etc
The third suggestion is inspired by manual fighter attacks as they were originally implemented in old versions of the arcade shooter game World of Warships (I know that game is now hated for many reasons - but stick with me here).
In old versions of World of Warships, carrier players could target enemies with a selected fighter group for an automated attack, target an ally for automated escort, target locations to move fighters exactly where they wanted, and one more thing: players could manually "aim" bomber attack runs.
The player would click anywhere, drag a cone, and release/click again. The selected bomber group would then automatically maneuver to reach the "attack cone" and release their torpedo spread at the desired location and direction.
This allowed more skilled carrier players to make precise bomber attacks with perfect timing to catch and surprise even quick targets. In a game designed for fast paced shooter combat, it allowed carrier gameplay to require some skill despite being played from ships that hide away from the big fight. "Manual air attacks" effectively replaced "aiming your guns" for regular ships.
For Starsector in which fighters are treated as the carrier's "weapons" (LPCs and all that), this is, in my opinion, a perfect addition to make playing a dedicated carrier fun alongside the previous changes.