Having an officer in a ship multiplies leadership carrier bonuses by 1.5.
It's usually best to mix bombers with some flare-dropping fighters to distract PD. My go-to for astral is Lux/Broadsword + 2 Longbow + 3 Trident.
You really need to use those missiles. Preferably with hullmods for them. Burst PD lasers are not really needed on a backline ship with 0.6 shields. Recovery shuttles are less useful for tanky bombers like tridents, especially if you mix in some flare supports.
+1
I always go Lux + Longbow + Trident/Dagger in all my big carriers.
For smaller ships, the Sarissa gets an extremely honorable mention for being tanky, murderous, versatile and OP-cheap. Since the changes to Convert Hangar, I've slapped that joint on most of my civilian ships, including salvage rig.
My favorite innovation is putting ECM and Nav mods on Valkyrie, then slapping a hangar with Sarissa on top. Experimented with Thunder but they weren't tanky enough. Now the two most useless ships in my fleet give a large bonus to speed and penalty to enemy weapon range PLUS a little extra fighter support while generally staying far from the front line. AND they don't even contribute to combat ship DP calc because they're considered civilian. All for a negligible increase in deployment cost.
Note: it seems like ship AI has a general tendency to try to fistfight fighters rather than rush glass cannon carriers, so Sarissas appear to greatly extend the lifespan of most long-range ships.
I figured this out by testing retreats from sim. Even very slow civilian ships like the Atlas or Prometheus have a fighting chance to escape when they have Sarissas covering their asses.
Agreed on Squalls being necessary on Astrals as well as Legions, Conquests and Apogees. They force the enemy to keep shields up and rack up hard flux if they want to be anywhere in your vicinity, which makes it much harder to kite you - a serious concern when you're flying a slower capital.