Confederation Navy: Battlestar Galactica Deadlock
The battlestar is the apex predator of gunships, added features.
The Cerastes is a speedy little gunship with only point defence that the Toasters came up with to deal with Viper swarms, proofing that the close escort mission is viable, and despite having elite crews, the battlestars have trouble getting a bead on them. It's been described as a fast defensive and anti fighter, but they can be offensively used, and have gone after my Celestras.
The unarmed Celestras supply support ships have to be included in this category, proving that they'd benefit from a point defence armament, being a general magnet for missiles, gunfire and fighters; great for a skirmish game for anything that could be aimed in the direction of your combat units gets diverted, less so for campaign, when crews appreciate getting fed regularly.
Creating the Honoresque wall of battle, I consider a viable option, having done so with two Jupiter Twos and an Artemis (you could do it with a Jupiter One, but I'd rather have an extra cruiser along, or carrier, with a Jupiter One you can't even squeeze in a Manticore) allowing an overlap of flak screens, the first viable time would be with three Adamants, since they only have light cannons on their broadsides, but are attritionally effective when concentrating on the same target, though I wouldn't really consider them gunships.
Next up are the Minotaurs, which I might describe as an eight inch heavy cruiser, compared to the older Hercules, which would be more correctly termed as a first class armoured cruiser.
Since I have a vast reserve of oil, I bought a bunch of Herculii, Atlases and Januses, and have been trying them out; you can't exhaust eighty hundred points in campaign, and whereas you can win, you usually lose a bunch of ships; I think they would be a viable option at forty hundred. Anyway, the Hercules have an impressive amount of heavy guns and armour, with a flak screen, but you have to close fast, and fast is not descriptive of a Hercules. Nor an Atlas or Janus.
I understand the temptation to add a large gun armament on carriers and missile trucks, giving them a capability that can contribute to the general firepower of the battle group, which might be worthwhile in skirmish, less so in campaign sine you wouldn't want to risk non gunship assets unnecessarily; in real life, putting guns or missiles on a carrier is possible, but wastes space that could have gone to have a larger aerospace group, and fleet carriers are fast, they should be able to outrun battleships, and keep their distance from cruisers. They should have enough armament to deal with fighters or destroyers that manage to slip through the line of battle.
It's possible to mass Herculii, though I suspect this may be unhealthy, since it would be at the expense of the other two parts of the triad, carriers and missile trucks, and at a minimum, you want CAP to keep Raiders and bombers busy. As far as I can tell, a flak screen will detonate a nuke at a safe distance, but Vespid bombers may be as crazy as the Resistance StarFortresses.
The Herculii don't really cut it in large engagements, and need to be heavily supported; probably overpriced, but I could also be using them wrong.
The Cylon Revenants used to be dangerous in the early game, but after I've dealt with the Arachnes, they tend to enjoy the full attention of the battlestars and missile trucks.
The Confederation Navy has that cruiser gap, so you aren't going to be seeing assault carriers, or gun cruisers, or arsenal ships, unless they're part of the local militia (or distant member world navy) that gets levied, making their quality, quantity and general effectiveness vary. With a single Fleet Squadron, I doubt you'll ever see a Solomani commander try a double envelopement, except with auxiliary units.
Adding guns to a carrier doesn't help unless it's well armoured, and then during the later stages of the battle, have them slip through and attack the flanks, since I assume one reason the Celestras get all that attention is due to their squishiness, which means that anything that can be fairly easily and fast taken out, will be, and priority gets shifted higher, the more dangerous you potentially can be.
That's not to say you can't add offensive armament to non battle line units, to increase their relevancy, but in the game mechanics of Traveller, that's always at the expense of something else.