There is no gigantic change in the carrier rules, they are just better than they were. So for example, it should be now worth spending a war-point to get a Poseidon.
Good. I'ts one of the most stunning ships never to feature in the show, if that makes sense, perfectly fitting the fighter-centric EA style of combat you see on screen.
Its such a shame that it was a massive clay pigeon in the game, never managing to pump its launch bays dry before exploding in a hail of bits of metal....
From what I've herd, beams are now pretty scary.
Beams were always pretty scary. What's new is that beams are equally scary
regardless of who you are. With something like a plasma accelerator, the difference between hull 6 and hull 4 resulted in you taking about double damage...fair enough, as hull 4 ships usually have enough hit points to tank damage like nobody's business.
But to a heavy laser, the way that extra hits worked meant you took something like 5 times the amount of damage. No amount of padding the damage score can realistically make such a ship survivable. Even if you had sufficient hit points to survive, taking five times the damage means five times the critical hits - so even if you haven't exploded you can't bloody well fight back.
Result: Hull 5-6 ships, and beam weapons, were pretty much dominant.
As the premier beam fleets, well-handled centauri and minbari generally delivered extreme killage at most tournaments.
In the new edition, a beam ignores your default armour value. This completely upends the previous logic - whilst you can scalpel through the heavy armour of a maximus without trouble, the sheer unarmoured bulk of a strike carrier, or EA explorer actually makes them the perfect vessel to take such localised fire and keep coming - especially with the new, more benign critical tables....
These changes to start with go a long way towards making the strike carrier competetive, even without changing its statline.