You have mentioned that making ships more different to each other is a goal for future versions of the mod. One small thought I had regarded fighters and carriers. Might it be possible to make carriers launch fighters faster than non-carriers (or make the latter slower to launch them?). Thus an escort carrier launches them faster than an MC 80b for example. Star Destroyers that are half carrier, half battleship might be somewhere in-between, especially with ties loaded.
Furthermore, might it be possible to make certain fighters launch faster than others? For example, a compact TIE launching faster than a slightly larger X-Wing?
Thus, an MC 80b with X-Wings launches them slower than an escort carrier with ties. An MC 80b with ties deploys them a bit faster than with X-Wings, but still slower than a dedicated carrier with ties
Of course, that could be a programming nightmare. YMMV.
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Regarding independent non-carrier fighters, might it be possible to have reserves hyper in once the original squadron is destroyed? Might that make them more useful? Either that, or have larger squadrons/numbers jump in (thus independent fighters deploy more firepower more quickly), but can be destroyed straight away, compared to slow-but steady carrier reserves. Just trying to think of a way to allow the NR and EotH to have a difference over other carrier-heavy factions through their independent fighters.
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The other, probably silly idea I had regarded carrier fighters and charging players a small sum for every carrier fighter lost. They aren't free, and shouldn't just be tossed away in an exploit whilst leaving their carrier intact. Just wondered if that would be useful.
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That's probably an impossible amount of work, but just thought I'd ask if bits of that might be useful.