regarding borked gun ranges generally and on fighters
generally: guns from various mods have odd numbers, heres some examples
"Philip Andras Gas Station Manager" Syndrian Diktat mod guns have weird ranges, but they are still workable I guess
then there "Neutrino Corporation: Nostalgia Edition" guns that are all inbetween <1000 to 5000 which is very bad.
That is except this Pulsar Cannon and Magnetar Burster PD thing that has what 30k range or so lol
Then there is guns from "Amazigh's Ship Foundry", Kabid Volley gun has 40k range, Kufikiri Smartgun has 467 range, among others
"Stop Gap Measures" Heavy Mining Beam has 2415 range
"Ship/Weapon Pack" Light Phase Lance has 1985 range (regular vanilla Phase lance also has unusable 2628 range. I get lower range for high damage beam, but the stats arent that good to varrant such a low range. if you have a gun with 1/4th the damage, but 4x the range, it will be better since it engages earlier and can do more damage while also not needing to get into dangerous range. I had phase lances on a ship and it was a phase one that could get close, but the burst damage wasnt even strong enough to scratch shields.)
"Tahlan Shipworks" basically all Great Houses weaponry has 2-4x the range guns normally have
and theres a bunch of others, its just hard to pick them out manually
Seems the mod compability isnt quite there yet for properly adjusting stuff from modded guns (just as many mod guns have reasonable range though!)
Regarding the Fighters, also hard to give you specifics cause screenshotting and alt+shift+S are so buggy in Starsector its a major pain in the head.
basic vanilla Talon Wing LPC has 8000 range vulcan cannon, and 12000 engagement range. so effectively 20k force projection with a wing of Talons having a combined 4x Vulcans, needing 2 OP to slot. Talon also has 625 speed. Meanwhile slotting a single vulcan on a frigate would cost 4 OP.
Vanilla Mining Pod LPC has no engagement range, so the 4x mining beams with 6880 range are not as busted as the talon for example, but its still 0 OP cost slotting and 0 engagement rang emeans they fly around the mothership. so thats 4 free mining beams for PD for 0 OP, while using ship hardpoints would cost you 8 OP.
Vanilla Peridition Bomber LPC has 12000 engagement range, but can shoot its hammer torpedo from 13200 range and is a wing of 3. at least it has 20 OP, but afaik fighters return to ship for rearming, and with hammer range > engagement range, they can just come out, shoot 3 torpedos, return to ship. Kinda hmmmm.
all "Neutrino Corp" LPCs look like they have vanilla <1000 ranges.
etc.
I feel like LPCs should have fire ranges maybe in the 1000-4000 range or so, warranting them flying fast and far, but needing to step up more. but not sub 1000 cause then they are so close its like a swarm of mosquitos harassing a ship. But then again maybe thats how they should be? I don't know really since I only played with your mod basically
LPCs definitely feel off atm though, and numbers are all across the board.
One step at a time