baithammer said:
The design packs 12x35t fighters,
It can carry 14 fighters? Or perhaps 12 fighters and 2 utility craft?
Quad turrets and 6 G? Curious choice, what is the campaign?
At GCr 3.5 it is a very expensive way of deploying GCr ~0.5 worth of fighters. It has quite an investment in arms and armour, yet it is still not a survivable fighting ship itself. A basic clamp carrier would be less than half the cost (GCr ~1.3?)
It's perhaps overkill for only 12 fighters, but a Flying Control Room (extra bridge) and a few extra crew might be called for.
I would carry more spare parts, ordnance, and fuel for flight operations, especially if the fighters use reaction drives.
A three day purifier limits mobility.
10% more hull points for ~6% total ship cost (reinforced hull) is hardly worth it.
You can have another advantage on the manoeuvre drive, saving 30 dT, albeit at a cost.
You could save some by having Reduced Size (& hence cost) on the Jump Drive, and making the ship a little bigger to compensate the increased fuel.
Crew areas are very tight, I would expect to carry more flight crew, say Pilot + Gunner + Maintenance for each carried craft. I would really like to have some common areas and escape pods.
You could carry 38 fixed mounts with missile racks and a sandcaster (chaff dispenser) at no tonnage cost. It can be very effective both offensively and defensively (anti-missiles).
The turrets should probably have a few advantages (e.g. Accurate, Long Range, Intense Focus).
The software loadout is light. I would at least carry max Evade and Fire Control. (Cores don't need extra Jump Control.)