If you are building a military ship, it will be built to military specs. The light (i.e. 'jeep') carriers of the US Navy from WW2 were built on Liberty ship hulls, did not have armored decks like their mainstream counterparts, but were still built with the idea they were carriers.
In the Falklands the Brits used some container ships as 'light' carriers. They were a temporary stopgap measure, and while they sorta, kinda worked, they had their faults.
In Traveller it's slightly different, but navies are still going to prefer using real warship designs and methods rather than "how many fighters can I stuff into this ship using non-standard means". And the rules being debated back and forth come from an RPG gaming book, NOT from a "real" naval architecture book that has to take into account ammunition, LHyd distribution, parts, removal of engines, personnel, etc, etc, etc. There's a reason for centralizing some things - i.e. there's a reason that hangars exist, and they need so much extra space if you expect to actually DO anything while the ship is docked.
Having one hangar to launch from makes some sense. Except when you bring in the ideas of damaged ships trying to land, or worse, trying to accommodate inbound and outbound ships under combat conditions. So yes, you could launch in a neat, perfect pattern because nobody is shooting at you and nobody is running around the flight deck towing ordnance behind them, or trying to hook up LHyd fueling lines, or do emergency repairs on a damaged ship.
The best example of a modern wet-navy would be something like an LHA or other helicopter-carrying ship. They could cram more onto one of them, but operationally it doesn't work out. If they were in ferry mode it would make more sense, but otherwise nope. And while gravitic-equipped craft of the future don't need rotor safety zones, they still need safety zones. Nothing about Traveller suggests accidents or pilot error have been eliminated.
I still think launch tubes are a viable reason. Poorly explained, and not well thought-out (recovery down a launch tube??), but nonetheless conceptually they make a lot of sense when you absolutely, positively need to launch your fighter contingent as fast as possible (and you aren't docking them externally).
Now, the 30min to launch/recover a small craft from a hangar? Jeez.... that deserves it's own thread.