Launching a single missile, or torpedo, per round is pointless, the salvo will be stopped by ECM. Even squadron launching will most likely be ineffective. You really need a barbette, even for the missiles.
Which is only true for the light fighter which isn't designed for a prolonged engagement, the point of the light fighter is to act as a picket for fleets and to intercept incoming threats so heavier units can take action further away from the fleet.
The ammunition total allows for a varying type of missiles, with fragmentation missiles being good for dealing with small craft ( Which can hit up to additional 3 targets adjacent to the initial missiles.) and can intercept missile salvos outside of point defense.
You will loose the dogfight roll to more agile, smaller, or cheaper enemies (i.e. most fighters) and will be unable to fire anyway.
Not according to the attack action notes.
However, a pilot may fire any
weapons that are noted as being in fixed mounts
Light fighter is under 50ts so has no penalty to dogfighting, the heavy and bomber have a -1 but are more durable then lighter craft that can engage in a dog fight. ( Reaction drives have less endurance and take up far more volume for both the engines as well as the fuel.)
Further, I was going on the basis that the fastest design is around thrust 9 with the average missile being thrust 10 to a maximum thrust 15.
Note that each turret require a gunner, so you will only be able to fire either the missile barbette, or the laser turret on the bombers.
Gunners aren't required to be in the turret itself and since the point defense action is a reaction and not an attack action there is no problem for the single gunner.
The last few points of armour you give up by using Crystaliron will mean that your fighters take a lot more damage from turret and barbette weapons, and you don't save all that much.
2 points aren't going to do much against missiles which are the biggest threat to a fighter, but with reflec it provides armor 16 vs lasers which are the most likely weapon system that would used in dog fighting. ( Also makes armor replacement far cheaper and can be produced in more factories than super dense.)
You don't need even remotely that much magazine space
It provides the fighters/bombers the ability to operate in battle longer and can carry a mixed loaded to handle different situations. ( Much like modern mbts.)
Especially the use fragmentation missiles for both anti-small craft and missile interception.
Since your fighters are streamlined they might use aerofins for a nice advantage in atmosphere.
That would rather useful.
The ECM craft could carry more operators in sensor stations, for more available sensor actions.
The bombers are designed to operate in squadrons of at least 10, which gives 10 ewar attempts against different salvoes.
At capital scale squadrons multiple the defense score by the number of ships in the squadron versus salvoes.
Your fighters are much too expensive because they are filled with nice-to-haves that are not essential. A MCr 100 fighter (+MCr 100 Carrier?) is not a very cost-effective way of delivering a missile barbette into combat.
Only if your looking at the fighter on a single unit basis, at 10+ in a squadron your bringing more weapons to the fight than a single hull of the same displacement and the fighters can be produced faster and at more assembly plants then similar tonnage ships.
Cockpits are technically only allowed on craft of 50 Dt or less:
Good catch, would simply lower the ammunition to reflect using a bridge.
Adding the additional firmpoints I mentioned at the start would allow better scaling of fighters and lower the cost per unit. ( Also make fighters remaining at 50t scale more viable.)