Well, I'll be honest with you, I only really gave Dagger a chance. It didn't even make it to fleet testing because I first try these out vs Remnant ships in the sim, because I don't want to grind through the fleet only to find the build does nothing to a Radiant; Dagger gives you low DPS than a Warthog with the same replacement rate drain thing as other bombers and also the serious Remnant ships will just take the Atropos on the shields, this bomber can't circle to the rear like a Warthog. Also the OP cost is way too high, I need every OP available and even consider downgrading fighters to save OP so can't really pay 6 extra to accomplish not much. Cobra is extra 1/4th of a Cyclone which I don't really need for that many OP, Longbow has underperformed Sarissa as kinetics in previous testing. I didn't even try non-shielded bombers because my previous experience of using them vs Remnants is they just get sniped by beams without doing much other than destroy your replacement rate. But thinking about it I should probably. Specifically Piranhas at least, don't see the others doing much due to low damage output that can be shield blocked. I'll report if Piranhas are any good.
Messing around with bombers I do think that including 1 Flash wing might in fact have potential. That does not result in too much Replacement Rate drain and it has a fun effect where it actually destroys enemy fighters, generally Flash bombers appear to be worth about a 1.5 Warthog in DCR but they also routinely report a very high number of fighter kills compared to other weapons. I'm not sure if this comes across in the video but control of the airspace (spacespace? battlespace?) is extremely important. Fighters are supposed to do anti frigate duty and you do not want replacement rate spiraling out of control. I'm not going to rule it out that including some amount of Flashes is going to make this more efficient. I also tried 6 Flash per Astral, it's hilariously deadly like the sky is full of PCL charges until replacement rate spirals out of control halfway through the fight and then you're dead.
Oh by the way, if you're interested in another factor I thought about in the decision making for the build, here's a graph of x*(6-0.7*x)/6 which is the graph you get for how many bomber wings you are actually deploying in a steady state where your bomber wings inevitably spiral to 30% replacement rate (seriously why do they drain if rearming but not dead) while your other wings keep 100% replacement rate (e.g. Warthog, Xyphos or empty hangar). Now as you can see you will get the most net bombers per OP from adding 1-2 wings, 3-4 have diminishing returns and adding more than 4 is counterproductive to your steady state number of bombers.

Edit: Yeah 1 Flash is great. I did a test run. Despite how it doesn't achieve PCL saturation which I was theoretically worried about, it does in fact help the other fighters crack armor and destroy other fighters, and 1 Flash doesn't ruin your RR. Now subbing 1 Flash for 1 Warthog and keeping the build otherwise identical, the 1 Flash did about the same damage per DCR as the 2 Warthogs, but with a qualitative improvement in airspace dominance and an extremely high number of Fighter kills (73 for the single Flash wing vs 26 for Sarissa and Warthog combined on one ship, for example). In fact I thought I was actually going to win the combat but then one of my Astrals decided to
vent from half flux right in front of a functioning Nova because it was under a rally order I guess. Oh well, the AI on this ship... anyway it's getting really close and when I have a chance to try again with 1-2 Flashes I think there's a real chance I'll win.
Even Piranhas weren't terrible but don't seem as effective as Flash.