Honestly feels to me like you've convinced yourself there's only one way of playing the game and that everything else is just worse/weaker. Not much to discuss here since there are examples of so many different playstyles and all of them can be very strong.
Trust me I know there is more than one way to skin this cattle. I have been playing this patch for so long that I've already gotten bored with broken a$$ REDACTED builds, and neural link 15 combat skill cheese and so on. I want to play my damn fighters and bombers and like I said in my post 1 Astral is the only way to run it, going tall is just leagues better than going wide with carriers. Otherwise just don't even take fighter skills because they are only there for tall and frankly I think the skills give such an enormous benefit of +50% refit and target leading and +20% speed which is even further multiplied by 1.5x for having an officer that I would consider this a broken exploit tier build anyways. To my eyes it basically almost gives you a free second Astral so you are always up 50 DP compared to your enemy. I hate how the skills are either game breakingly bananas stupid OP or completely useless, sometimes even in the same damn skill due to the scaling!!!
Also the problem is that the carrier skills don't differentiate that different hangars have different impacts!!! The hangar on a Venture just should not be counted under any circumstances for any bloody skill, the Tempest like I already mentioned has problems, and that leaves us to pretend that the hangar slot on an Astral has the same value as a hangar slot on a Condor which is laughable.
In my frank and humble opinion if I chose to build my character for fighters, then if I am playing the campaign and I come upon a choice between two nearly identical ships then it would make absolute and perfect sense that I would chose the one with the fighter bay! The skill IMHO should work exactly opposite to how it does! you should get MORE bonuses the more fighter slots you have. Maybe the Venture would see some play in player fleets! Maybe when somebody on the forum says "I took X skill" it would actually mean something! Maybe people would be theory crafting creative compositions to squeeze the most amount of fighter bays into your fleet where such builds would have been wildly too inefficient to consider before!
A phase fleet should have phase ships! A carrier fleet should have fighters! If Alex ever goes in this direction then a bloody ballistic fleet should focus on ballistic ships and weapons and a laser fleet on those weapons and so on. If you balance this right you could make the game so much more fun and interesting because every single fleet you build wouldn't just be the same handful of ships of hyper-efficient meta defining ships!
I can understand how you feel pressured to pick fleet buffing skills, this is a common thing for those that are not good at piloting. You see that as a problem, I see that as a natural way of investing in your strengths. After all it's a game where player's mechanical skill also matters, like in other games, you're probably going to invest points into something you can get most out of.
The way I see it is even putting my personal piloting skills to the side for a moment, unless I am going with a 1 capitol ubership build (either REDACTED or Paragon, or Odyssey) with the two broken tech skills then I get more value out of giving the benefit to all 240DP of my other ships and not just me. For one this basically means that it will never make sense for the player character to pilot something like an Apogee because if you can add massive efficiency to an apogee then why the heck are you not adding that efficiency to a capitol ship??? Plus you can still set your flagship to autopilot so it's not like me running a super busted ubership build will even matter that I can't hit the broad side of a barn because I can give command of the super OP ship to the AI anyways.
Also fair point about skills becoming "weaker" after getting more of that hull which uses the bonus. I said "weaker" since you're still getting the same bonus, it's just spread across more ships. Otherwise it would be a braindead strat to just spam one ship type and overwhelm everything. The suggestion to make the skill give less buffs but don't have a limit would pressure you to only use that certain ship type, to get the most out of the skill.
Converted Hangar is used so much I'm surprised you got to that conclusion. It's even popular in tournaments where it sees a lot of success. And imo you really shouldn't run bombers with it.
Well IMO that should be the bloody point of the skill!
Converted hangar sucks and fighter spam in general sucks, so the skill should compensate your lack of versatility due to running a skew fleet by improving the effectiveness of what you are spamming. There should honestly be a skill in either leadership or industry that just flatly removes all the negatives for converted hangar, no matter how many you have. That would make me happy.
I'm shocked that you say converted hangar is meta in tournaments but I haven't watched one in years and from what I remember they don't allow S-mods or officers. Not only that but logistics are a non factor, so efficiency overhaul, solar shielding, recovery shuttles etc. are never used right? Also coming back alive is a non factor so things like reinforced bulkheads and blast doors are not used either, on top of that since there are no skills you aren't artificially limited to 8 fighter bays to have double the bloody efficiency of your fighter; so as far as I'm concerned if you have 10 ordinance points to spare on your destroyer slotting in a mining pod for literally free to soak up a few errant Mauler shots and help with PD is not the worst value. If not mining pods and not bombers then what the heck are they using? 40+ points for a Xyphos? I doubt it.
Plus I'm pretty sure that in tournaments not having officers significantly reduces both the damage and survivability of the ships participating, a Claw or a Talon could probably have an impact, but in campaign when you can come against fleets with 2 or 3 times more DP than you, plus a large high tech station plus a dozen plus high level officers in command, your stupid little converted hangar Talon isn't going to do anything except get killed and waste your crew and supplies.
I almost wish that officers and skills weren't so powerful in the campaign but they are. If I had 2 or 3 times more DP than you in a tournament then I would always beat you no matter what build either of us was using, on the other hand in campaign my S-modded and officered ships are so efficient that they can EASILY take on multiple Ordos of +50% exp fight difficulty, not to mention the trash the pirates or the path are running.
EDIT: Did you know that the skill system got reworked 3-4 times now already? It's inevitable that someone won't be a fan, and I can assure you this is the best implementation so far, it just needs some minor tweaks.
I know I played through 2 of the iterations that I could remember before and my favourite one was when you could add multiple levels to a single skill. I don't like this simultaneously dumb down and yet incredibly busted and OP skill system we have now. It feels like a Chinese mobile game and I really really hate it.