I was just going to say how disgustingly effective the Rocksaw was when I read the mod changes you just posted. Good one!
That said, bringing in a full Rocksaw carrier more or less equals to bolstering your fleet with infinitely respawning Overridden Rock Hounds with an Assault Chaingun and the result shows.
I've actually had one of my Slugworth junker carriers (20FP, 3 LPCs, boosts fighter damage, from HMI ) sporting three of those actually deal over 1000% damage on the battle results screen. Meaning it dealt 10 times it's own massive amounts of hull points in damage to the enemy across the battle.
I get it's slow, has no shield and is worth 16OP but it probably has both the best burst and damage potential across all, non carpet bombing LPCs, maybe even including the Immortal Assault Corvette that requires a whopping 26OP to install.
Having two fighters in the wing is fine, so is their HP and armor since they're heavy fighters, but I think reducing their engagement range and maybe even having them retreat to the mother ship (once their limited assault Chaingun ammo is expended) once in a while would rein them back into sanity.
You could probably buff their speed and nerf their handling to both incentivize aggressive carrier usage (less time to go back and reload the Chaingun if the carrier is close to the enemy) and make it less of a delete-everything-it-looks-at-wrong and more of a heavy fighter/bomber hybrid that's the good against enemy ships but that needs help vs enemy fighters.
Edit:made more sense of what I wrote. I also forgot to say I am loving your mod and I'm having a blast fighting against the Roider Union for the control of the sector as HMI