Just picked up this thread (surfing while I wait on a client to call for a telecon). The AJP bomb is somewhat rediculous. Have you considered the implications of using the Torotha or Vorlon Transports? These are Skirmish level ships that, thanks to the AJP rule, have a full-arc-effect, 4" ranged, 6AD, Triple Damage weapon that goes off in the Movement phase and ignores Stealth and Interceptors (don't remember about Dodge).
Granted, it can only be used once per game, but these ships can basically clear the table of Patrol or Skirmish level ships. I don't have the rule book handy, but something's also telling me aux craft are hosed as well. To make matters worse, the AJP ships get to come out of this zone of death with their guns a'blazing.
Even if you do think this is an ok tactic and that the AJP's use as a weapon was intentional, you have to wonder if this means these ships should be under-gunned in any scenario that doesn't let them jump in. If a White Star isn't allowed to jump in, do you consider it underpowered for a Raid choice? If not, then letting them use their AJP as a weapon when they can jump in is the equivalent of overpowering them in scenarios where they start in Hyperspace.
For every non-AJP fleet, deploying ships from hyperspace is a double-edged sword. They have a chance of getting a better position, but at the cost of two lost turns (one to open the jump point and one to come through and sit there). By comparison, there is no drawback for AJP fleets. If these fleets are to remain balanced, then they either need their firepower reduced to account for the offensive advantages of the AJP bomb, or the AJP rules need to be modified to provide a drawback that counter-balances the advantages of the current AJP.