I disagree that heron is the "best of their archetype" for the reason you say. Heron is 20 DP for 3 bays, which is okay, but it is lacking something other carriers deliver: missile volume alongside those fighters.
Heron is good cause it has a ridiculously overpowered broken system that doubles all fighter's damage for 66% of the carrier's existence (it has 20 sec duration, 10 sec cooldown. I omitted the 1 second ramp up and ramp down for simplicity's sake)
It's super fast and its weakness of lacking firepower doesn't really matter. Neither does its low peak operating time which most players can just s-mod around. As carriers don't have anything to s-mod anyway
Mora is an underequipped in OP gimmick that can't move.
Condor was designed to troll players.
Drover got nerfed into having the worst system in the game.
Gemini is laughable.
Astral is a piece of crap that is getting nerfed again this update to have even less durability. Because it having a strange niche of fighting swarms of Ordos was too good. And we clearly have priorities here
The only other functional carriers are Legion. And Scintilla. This is because Legion is swarming with firepower for low DP cost. Because it had to be good in comparison to the Onslaught. And Scintilla is a Remnant. Which means it's nigh invulnerable. Due to very high flux and shield stats. And is also for a carrier flooded with OP
The 100% damage bonus on Heron does translate to it not only having 3 additional fighter wings in theory. But also said fighter wings having significantly higher hit strength. Causing them to be able to deal damage faster and more effectively due to bypassing armour. Also more fighters is kinda less fighters cause 90% of good PD in the game is AOE. Or spammy enough to be considered AOE.
Second problem is carries support skills lose their power when you have more than 8 fighter wings out.
They don't lose their power, their bonus just gets spread thinner among more bays.
This! For replacement rate in the regime where all ships are regenerating fighters (IE there are spread losses) it acts as +4 extra bays (no officers at all) or +6 bays (with officers in all ships). It is possible for its 'replacement rate death spiral' effect to become too diluted, but this can be ameliorated by using lower replacement time options when going full spam mode (Khopesh are my bomber of choice here. Not as good as daggers, but still good and only 30 second wing rebuild).
It doesn't matter how quickly they can be rebuilt if they all die instantly to Paladin PDs or Devastators.
You can have 5 Herons worth of Cobras, Tridents, Daggers, Longbows...
Or Warthogs, Broadswords, etc. And they will have their fighter wings instantaneously wiped out by a few Devastator barrages enhanced by a PD skill paired with Vulcan and Flak Cannon fire.
You are about to find that out the hard way once the dev gives Brilliances Paladin PD
An insult to injury of nerfing your personal Afflictor + Harbinger strat which serves nothing but to bully you and all the players that attempt to break the capital ships spam meta of the game
As Afflictors were in my opinion never a problem in the game in NPC hands. And their nerf only serves to punish the player. For no reason other than spite
I am so sorry for being so blunt about this. But I must admit that I am deeply disappointed with the direction of balance that has been taken most likely ages ago. The nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf nerf balancing philosophy is only leading to gameplay becoming more and more shallow. And frustrating. Especially considering enemies have been nothing but buffed in the recent updates. Such as expeditions being ridiculous in size now in the form of hostile activity. Remnants receiving far more powerful elite skills. And Omegas receiving more unstoppable weapons. Even though there is no actual reason to get the Hypershunt, because the reward it offers doesn't matter in the face of the game's non-functional economy. Due to the fact that it's not properly balanced. And allows the player to just print money...
But who cares? I guess
I have elaborated to my coworker today at the factory about the issues of Starsector balancing. And because he was completely alien to the game. I had to explain it via CS GO terms.
And I explained it like this.
50% of things in this game are as strong Galil
40% of the things in this game are as strong as the CZ75
And 10% of the things in this game are as strong as the pre-nerf AWP
And the dev instead of either making the CZ75 things stronger or AWP things weaker
Is choosing to nerf Galil elements. Removing more and more actual interesting strategies from the game in favour of controlling the playerbase's ability to enjoy it.