This is all really impressive! I would be really excited to play carrier operations this way. I can envision objective based scenarios in team epic play that are all about carrier strike forces reducing a fixed emplacement, or carrier vs carrier battles.
I have some criticisms of your rules. It seems that a docked ship rolling for damage while aboard for repairs poses the thematic problem of the wounded ship suffering its final damage inside the hangar, which would basically destroy the repair facility with the dying fighter. Now you're looking for additional rules on how the carrier repairs itself before being able to do further repairs to other fighters.
I feel that only one health improvement per round for a docked fighter is inadequate for the investment and game mechanics complexity of the carrier.
I also think costing munitions stores at double their loadout cost is prohibitively expensive.
I'm not sure why you would penalize a freshly launched fighter from being able to attack until the round after launch.
I like your stress-to-damage rule on docking, and love the thematic idea of the firefighter droid. But the Dock Ability card needs to be reworded because it sounds like all stress tokens are removed on docking. In which case why have the droid?
I really have to say again I would love playing this approach! It just needs some tweaks and playtesting.








