I was contemplating one, and was considering:
Mothership (2 pts.)
Carrier (seriously!!) (3 pts.)
4x Light C + 2 Lgt (7 pts)
3x Light C + Hvy + 2 Scouts (10 pts)
Net:
1 Mothership (3:5, 3 Light, 5 Heavy or so ... this can vary)
1 Carrier (2:2)
7 Light Cruisers
3 Independent Heavy Raiders
8 Independent Light Raiders
6 Scouts
Rationale:
You will get to freely move one crew quality score in the campaign, and CQ 6 Heavy Raiders are VILE -- the extra 45 degrees of turning allow it to (in reality) act just like a Light Raider, with a nasty beam. These rule. Get that mothership a CQ of 6 and have fun. You might want to jam a CQ 6 scout on board -- that's a tougher call.
Your scout absolutely is a winner; decent stealth, a gun that doesn't stink, speed, and most importantly, priority level. And it has a GEG to boot? Get many.
I actually think the Carrier is very nice -- just take the fight priority way DOWN. In a 6-skirmish fight with any amount of terrain at all, it's almost unkillable, even against something like the Narn Bat Squad.
This fleet is designed to take a strategic location immediately and buy that Cruiser on the spot. It makes no sense to be greedy, so take a low-priority strategic location in a multi-player campaign, like a water world or something, get the 1 point + 10 for every turn + 10 for new location = 21 - 20(cruiser) = 1 + cruiser. This should fill you fleet hole almost immediately. Repeat as necessary.
Finally, for you, remember that light ships can actually be kind of cheap. If you find you need some, on your attacking turns, be very reckless with the command ships. If you lose 'em ... fine, the Raiders become independents. A very "fluffy" reasonable suggestion is decomissioning the Hangar ships and keep the Raiders --- heck, in WWI, every ship could be scuttled. Why not in B5? This makes Independent ships very cheap -- 25 RR gets you 8 -- so why worry? At 3+ RR per raider, it's a cinch. Your GM for the campaign, on the other hand, might not think so highly of this.