I hate making threads like this, but here you have it.
My group and I have screwed up horribly and made a mess in the Koronus Expanse, and since I lost my last ship I'm being given a Light Cruiser now (it sounds like failing upwards, but it makes sense in context). I don't know which hull it's going to be yet (basic idea is workable with all of them, and while we'd all love the Secutor, we're not holding our breath on it).
My group and I are pretty settled on making a mini-carrier, with 2 Launch bays, the Bridge, and the Pilots Chambers and Repair Bay. While it makes us vulnerable to guns, with 2 PCs wanting to become pilots, and a whole host of NPC attack craft, it seems like a good choice (leaving me and the Explorator to man the ship).
For the remaining weapon mount we hadn't talked it over, but I figured I'd go with the good old Sunsear battery since it has a nice long range as a reasonable economy. We're not using mathhammer rules for starship combat, for reference. And if we end up with a spare weapon mount (and enough remaining funds), perhaps some Bombardment Cannons, to bring the pain to anything getting too close, as well as planets that piss me off (there's a few at this point).
We've made a list of possible other bits to add too. Since one of my last ships was lost to boarding that means a Tenebro-Maze is on the short list. And since I now have my very own Inquisitorial minder (who I can't just kill), I'm thinking a temple and/or hymn broadcasters would also be good additions. And other various bits like flak turrets, field bracing, fire suppression make the list as well since I have an eye toward being a bit more survivable in combat this time out.
Mainly what I'm asking for is advice on what numbers of attack craft I should take, as well as other additional ship components...
For attack craft, I had a loose idea of 3 squadrons of fighters, 2 of bombers, and the last one maybe a squad of Gun-Cutters (to use as multi-purpose scouts, heavy transports, and survey ships)? One of my crewmembers will be assembling fighta-bommerz down in the cargo hold, so that craft losses can eventually be made up for, they won't be available for combat, but we can transfer one up from there in at least a day.
Alternatively, take another squad of fighters or bombers, and install a Lighter bay for the non-combat launch capability and storage for the gun-cutters.
As for additional components, while we're all having an eye toward survivability and competence in a fight this time, we also know we're hemmoraging Profit Factor, so trade is in order as well. I'm thinking being able to do some light trading (or privateering) would probably be the best, so we don't have to sacrifice our ability to fight. If we took everything on our short list (everything for a mini-carrier, plus the sunsear, temple, and tenebro-maze) we're left with about 12 space on even the smallest of the Light Cruiser hulls, with more than enough power to spare.
(oh, and there's no way we're going to be able to fit archeotech or xenotech on it at this time)