Not sure I find myself in agreement here with either of you, in part cause I don't believe you addressed the issue. Specifically, that the races in question went down in relative worth.
Drazi - I agree that many Drazi ships are fighter bait, or were under the old rules. Now you have a useful guardhawk, to provide cover against smaller numbers of fighters, ie the formation most likely to be used as interceptors. Rolling a '1' is not so common I'd not put a few fighters up as interceptors if I don't have enough to threaten a ship.
Abbai - everyone has always talked about the huge numbers of dice they throw as being death itself. Guess I don't see it that often, as we've yet to have a Binith survive a frontal attack long enough to get in firing range. The one that did a flank attack got in three shots (using three arcs no less) against an apollo and two chronus and failed to harm them enough to matter. Must be the local karma that Abbai 'hordes of dice' rarely get in range or through interceptors in any significant numbers. The precise beams on the other hand have been dangerous. Given most of the abbai have had their interceptors stripped off and replaced with shields (at the cost of hull) I fail to see why them having the ability to intercept would be any more egregious than Minbari or ISA, both of whom also have other defenses. If interceptor fighters was an exclusively Narn rule to cover the lack of a primary defense I could see it...but...
Raiders and Vorlons - yep...they pay...meaning they pay for an ability that other races get free...so they went down in relative worth, all else being equal. And right now 'all else' appears to be fairly equal.
Agreed on the idea that bombers better have something better to do than intercept...
Iain pointed out the 'fluff' definition of weak being the basis. I agree, I can think of many good fluff explanations for why some fighters cannot target and others can. But I guess I have trouble with the idea that I can hit a jinking fighter with my weak but not the missile incoming moving in roughly a straight line. A big clumsy ion bolt is better at stopping pulse fire than my two or three weak pulse weapons firing into the same stream.
Add in the game play element of making the worst fighters even worse (in relative terms) and your recreating one of the things they tried to eliminate this time...ship choices that are not worth taking. We've generally found it was not worth taking the time to launch either Raider or Abbai fighters. Better to get the ships into the fight as quickly as possible.
At least under the old rules they would escort you in and take one for the team so you could shoot the offending flight with your ships guns. But that use for weak fighters went away. Now what exactly do they do that makes them worth putting on the table and slowing you fleet down for?
Ripple