Depends on what you play as far as the Gaim go.
If your a race that depends on ships raid and below many gaim fleets can destroy a ship or three a turn with the fleet wide blast of e-mines. The first thread on the gaim had the same argument that the average damage per ship was no big deal, and even a fleet was only killing skirmish hulls reliably. The problem with that is unlike most fleets maneuver is useless as a defense due to the ranges and arc of the e-mines.
Fighters are useless against the Gaim for the same reason they were always useless against the narn of old. A few emine drops and there are no enemy fighters. Against the long range and T arc means there is no hiding place except about ship, adding to the impression that any carrier that can't launch all its fighters in one go is a 'bad carrier'.
Against shadows, the gaim don't suicide, they fly behind and pepper you to death. Statistically it might not see to work out, but crits are the reason it does work. Your rolling looking for the yahtzee turn... because the shadows can't get one and you can. In a game with a turn limit the shadows will likely win, but unlimited game and sooner or later the gaim win (or fighter player wins).
I agree with Jet that the swarm issue takes some of the fun out of things. I'd like to play bigger games with bigger ships, but right now I just run into swarms of smaller ones.
Abbai got screwed, bad vision (fixed defense is not viable in a game with roll up beams) and worse execution (bimith got wrecked). Admittedly, they are a finesse fleet to start with, you have to have some timing and be able to coordinate all the elements moving together to be at the right place when needed, ISA can be similar, but... there was no reason to do a general reduction in AD across the fleet, there was no reason to leave the Kotha out of the general upgrade of fighters, there was no reason strip all the interceptors off given they traded damage points for shield points.
(yes the Kotha got a bonus AD, but it made the ship STILL the worst at the one roll that would help with, ship attack, when the supposed purpose of the fighter is to defend the fleet from OTHER FIGHTERS. For it to do its job it needed more survivability vs ships guns not more offense vs ships, and some ability to affect other fighters. Drop weak and it becomes an interceptor, give it shields 1/1 and af 1 and its a mobile defense drone vs fighters that's not immeadeately shot off, give hull six and it maybe helps survive a bit more against ships, but still fighter bait, which is what it's supposed to help against.)
ripple