Well, they could allow more craft to launch per turn, as in 1st edition,
Or they could be the only option to launch and act in the same turn,
Or they could allow the launched craft to be launched at a distance of up to, say, medium range - as in actually be launched, not slowly drift and start traveling by their own power - this could alternatively be seen as the launched craft counting as +10 g (or suitable number) m-drive for the first round only,
Or several of the above
And the suggested 1 per 10,000 dton would work for my example with two small craft, but what if I have a freighter with 10 cutters? Ten rounds to launch them all, from ten different hangars?
Look at the various Aslan ships, often with a couple small craft and a number of fighters. Why shouldn't they be able to launch a pinnace in the same round as a fighter, from different hangars?
Actually, there's a semi-related question: several Aslan ships carry multiple fighters within a single large-ish hangar. How many of them can launch per turn, as per current rules? One per hangar per turn, or all of them? In a way, once the hangar is emptied and opened, they should be able to exit quite rapidly after one another, without having to wait a full six minute turn for the next to launch. After all, rules-wise, is there any difference between five separate small bays and one large carrying five craft?
On the other hand, if I can have a huge hangar filled with hundreds - or even thousands - of fighters and launch them all in the same turn, how silly could that become..? Tricky.
With the above-mentioned suggestions however, tubes could still be superior. With an acceleration boost, being able to act normally in the launching round, and/or... I don't know, something. It's late, time to sleep - and dream of carriers
