um...
It's as large as some battle level ships, certainly the higher end of raid, hull 6 and has more than average interceptors. (Yes, the jump from 2 to 3 is still significant... its at 3 to 4 you get no real benefit.)
It has greater range on its weapons than the Avenger, more AD, TWL. It's main weapon is turret instead of front (so five arcs instead of four), gains DD and TWL in exchange for 2 AD and has nearly twice the range.
It's not lumbering and is faster...
Yes it lost 2 troops, but 4 is still a very good number for a Raid hull.
It loses two flights for this overall upgrade.
Sorry but this is a perfect example of power creep in the game. The ship is just out of bounds for a raid hull... or is the argument that the Avenger needs a serious upgrade?
You've just exceeded the norms for a Raid carrier at a number of points.
You used the Balvarin as an example...
your faster, more maneuverable, better hull, better interceptors, better carrier trait, more troops, better guns (more coverage, turreted heavy that gains twl)... you do have less damage/crew and two less flights.
Overall the proposed ship is just better.
You actually made the point that you went out of bounds to start with, you tried to make this ship better than two chronos. Sadly the game is balanced assuming that you shouldn't want one raid hull over two skirmish. You more than double a number of stats, and while you do lose out some on the heavy weapon over two chronos, you gain the fleet carrier and six flights.
You should be 10% or so less than two smaller ships, and lose out some on even the remaining heavy weapon given the power of Fleet carrier and the six flights (easily equal to a 4 AD turret, even before you twl it.)
I would think
Speed 7
Turn 1/45
Hull 6
Damage 30/5
Crew 36/5
Troops 5
Craft 5 Aurora Starfury flights
Special Rules AF 2 (avenger indicates AF on light carriers is assumed to be in the flights), Carrier 2 (you have to make scramble to launch remaining in one turn), Command +1, Fleet Carrier, Flight Computer, Interceptors 3, Jump Engine
In Service 2270+
Weapon
Railgun 15 F 4 AP, DD
Railgun 15 A 3 AP, DD
Heavy Pulse Cannon 12 F 4 TWL
Heavy Pulse Cannon 12 A 2 TWL
Heavy Pulse Cannon 12 P 6 TWL
Heavy Pulse Cannon 12 S 6 TWL
Goes for and aft instead of heavy turret (we don't see turret above skirmish in EA), no extra arc to absorb crits. I would drop command as well as you seem to want this to be a forward fighting ship not a core fleet element sitting in the back.
Still a much tougher and more maneuverable ship than the avenger, but carries only slightly better than half the flights. It's an alternative to a hyperion, rather than just better nine times out of ten. Something you take to put flights on the table in a low end game. If you want more flights in the design, drop the rails to medium pulse (no twl, range 10) and go up to eight.
You would still be better than the avenger defensively, less damage crew, but better hull, interceptors, AF... and more maneuverable.
Ripple