for me there should be a game mechanic that determine how fast you can be at repairing a ship based on the amount of heavy machinery you own and the amount required to make the repair. (with some % possibility of them being damaged in the process, or canibalised to repair things that the autoforge cannot make.)
the amount required should be akind to this : 5/10/20/40. (could be further reduced by D mods, as D mods are part of the ship that are considered impossible to repair.)
it would be additive so to repair 3 capital at the same time you would need 120 heavy machinery.
then having specific hullmods to help the repair could reduce that amount but keep same repair speed (like "salvage gantry") or increase that amount for a specific ship but also increase the repair speed (like "auto repair system" or "efficiency overhaul").
the "salvage gantry" could work like the "surveying equipment", reducing the requirement by 5/10/20/40 but no lower than 5.
as a bonus the auxillary mining pod, (found in the venture or in standalone LPC) could have the equivalence of giving a salvage gantry to the carrier. (so giving the mora a full squadron of auxillary mining pod would give you the equivalent of 60 heavy machinery, but for repair only.)
Such kind of requirement could result in situation when the repair could take longer because you lack the sufficient amount of heavy machinery. (but there is already a mechanic that could help you prioritise some ship but stopping the repair on ship you dont want repaired immediately.)
on the other hand having way more heavy machinery would speed the repair but to a smaller extend, (something like +5% speed each time you exceed the requirement by a multiple of it , limited to 5 time (or 25% speed at 600% the cost)