I am aware that no changes will be taken too seriously, but I will recommend some changes here.
First of all, defense turrets currently have 35% accuracy and fire once every 3 seconds, averaging about 0.1 DPS per turret in 4500 range. For simplicity's sake, I am going to keep those numbers as a starting point.
Secondly, I am going to propose a few changes to hitting fighters.
The Big Change - 90% Evasion during transit.
While squads are moving around, they all have a 90% evasion against ordinance (in addition to any other evasion effects). This means that kiting or intercepting squads with ships is less effective. Additionally, ships will gain a penalty on any craft currently engaging with another ship. Ideally, I would like this to be a flat inversion of range so 4499 distance is 1/4500 as effective. That said, if a flat value were to be chosen, I think 25% effect against other craft would be reasonable, with 33% being the ideal and 50% being workable. A group of 5 craft close to each-other would have 2x-3x the defense value then, in effect, from its turrets.
To make this work for bombers, a bombing run will naturally be a 3 second attack run, with 1-3 seconds of no evasion afterwards (I favor 2 given preserving current values). Because of the limited engagement window, bombers will be the best choice for attacking 'fortified' targets, but should expect worse returns.
Reasoning: Kiting is overly effective against ordinance, and ordinance gets far too inconsistent results dependent on who its facing. Likewise, it is impossible to target just the weak ships in a blob at the moment, because all ships can cover all ships equally well, making targeting decisions less interesting. I want to promote hangers as something to get minimal effects against strong ships and stronger effects against weakened ships. They will still have a purpose in bursting down a powerful ship, but will revolve less around that sort of focus.
Change 2: Rework of Fighters and Assault Boat attack patterns
No longer an anti-turret system when attacking, instead they are closer to ork or necron fighters.
Fighter 'average' stats become:
Wing Size: 6
Health: 3 (Alternatively health 2 and evasion 40% if you want)
Damage: 2 Hull damage per second (suffers side armor)
1 Wing of these fighters will do 204 damage to a 6-turret escort, 2 will deal 746 possibly killing it over a minute (before dying itself).
4 Wings will deal 1438 Damage to a 12-Turret ship, 813 if its on brace for impact, 407 including the min armor. A sizeable, but not insane blow for a strong carrier to deal to a lone CA.
Turret capacity basically has a linear-effect against such fighters, 20 turrets takes about half the turret of 10 turrets. Total attack size matters, but only the targeted ship needs to use Brace for most of the result, meaning you are dedicating a ton to 1 ship.
Each fighter would function like a turret in its zone, when deployed without targeting (and maintain its evasion). If deployed to a ship in specific, they would act like additional turrets for that ship, enabling supporting fighters to ignore enemy evasion effects. In this way, even 1 hanger would be a useful defensive tool for ships, and 2 would be a solid choice - realistically halving the damage an enemy attack would do (but not deleting it entirely).
I have a spreadsheet of resulting values with these changes, and more specific recommendations by faction, I will likely make that as a second post.
With the established system, bombers would mostly experience enemy turrets as DR, and be more survive able. Bombers are changed to be more about attacking hardened targets, while fighters are more about finishing them off.
Recommended Average Stats:
Wing Size: 4
Ship Health: 2
Ship Damage: 30
With a full 3 second retreat time, I would recommend 10-20% evasion for them as well.
Assault boats currently do not return. I would recommend assault boats are changed into a variant of the described bomber system - every 3 seconds an assault boat performs an assault action and the health of 1 assault boat is lost from the squad. Many assault boats against one target would have to wait in the queue, encouraging a spread of targets.
Recommended Average Stats:
Wing Size: 2
Ship Health: 3
This has the result of helping ensure the target ship doesn't just lose its entire population instantly, and allowing specialization that naturally self-corrects a bit for the more problematic parts of the game (boarding). Meanwhile higher health enables more consistent results.
This is how I would enable more consistent effects for hangers, decreasing how binary they are and how much they force specialization (though it is still somewhat true, like most things in the game).