It really is
When it comes to fighters, I think (caveat - this is what we do unless a better idea comes along...) the approach we will take is not question whether fighters should exist. They have been there since the early days in Traveller, in a form that justified large warfighting carriers, so a better angle may be
why they exist.
We have been looking at the use of fighters to erode the effectiveness of large ships (going for the sensors and point defence/turrets is an interesting angle), for example (especially as it plays into the new VHB approach to damage that I mentioned). Someone earlier raised the point that fighters in WWII were devastating against ships but the point was also made that space ships are not WWII battleships. Both true, but it might be worth considering the idea that aircraft were not all that against ships until decent bombs and torpedoes appeared -
then they became lethal. Traveller fighters might also have something that makes them supremely suited for certain anti-ship roles, especially if they can fulfil that role cheaper than larger vessels that might actually be better on paper.
Drones and robots are also a thing, obviously, but I feel we have to have a care when using them in Charted Space. They are a major part of 2300AD, but Charted Space has always been about people - swarms of drones fighting in space might be very easy to justify, but they would change Charted Space in a powerful way.
You also raised the idea of speed of light weapons hitting automatically at close range - and we have considered this

A few counterpoints... It does not make for a particularly good game; they already get very good bonuses, meaning a competent operator likely will be hitting with them; there is always the 'goofed up' factor to take into account; I have seen optical systems working in real life, and against moving targets they can simply just plain miss (TLs will help with that, obviously, but figure that the target also benefits from technology in some way).
We also need to think about Stealth in Space. Again, obvious issues there, but Rule of Cool is a powerful force, and a stealthy ship is just plain cool. As things stand, we make them very expensive at the high end, so stealthed capital are prohibitively expensive, giving one limiting factor. Maybe we could have some sort of system that splits the difference between detecting something, tracking something, and having sufficient 'sight' to actually lock on and make an attack rather than just trying to spray a huge area of space. So, a stealth ship within a certain range will almost always get detected, but actually being able to launch an attack against it is another issue. And then we have to make it all very simple in terms of mechanics so people do not fall asleep during play
To make clear, this is just a conversation at this time, and we are paying close attention to this thread