I take Auroras to Thunderbolts in a 1:2 Ratio (1 Aurora for every 2 T-bolts), though even then I find them rather underpowered for their relative cost and survivability. You need massive numerical superiority to get anything out of fighters with any speed, otherwise you're plinking away for handfuls of damage a turn, and likely losing one or two fighter flights, if not significantly more, each turn. Regardless, I prefer the 1:2 ratio instead of using all T-bolts or Badgers, as I can dedicate the Aurora's to CSP (Combat Space Patrol) while the T-bolts go hunting, so I don't have my firepower degraded by T-bolts getting caught in dogfights.
For Minbari, the Nial is the best, having the best firepower, hull, speed, and dogfight score balance. Flyers are just sort of cannon fodder, but can prove useful because people tend to ignore them. Tishats are great dogfighters, and if you're fighting a fighter heavy fleet like EA or Gaim, or a Rutarian happy Centauri player, they can prove invaluable to keeping the skies clear of fighters.
For the Centauri, essentially the same thing. Rutarians are excellent at anti-shipping and anti-fighter (Though are consequently more expensive/harder to get), Sentri have some decent firepower but good dogfight, while Raziks are excellent dogfighters but have next to no real anti-ship firepower.
Breaching Pods can be useful, though you'll need to husband and commit them carefully, as they're slow and fragile, and understandably, the enemy doesn't want them anywhere near his ships. Regardless, capturing a high priority ship with a low troop score with Breaching Pods can essentially win you the game on its own. Not to mention the benefits of capturing a ship in the new Raider campaign. Generally, however, I've found Breaching Pods too fragile to be relied upon, and deliver too few troops for significant use (I fight Narn, primarily, and they average 3 to 4 troops per ship, not good odds for two or three breaching pods).