I completely disagree. While a Space Carrier does not have the merger of two modes of operation like a sea carrier (thank you for that tidbit, Rucker), the fighter aircraft thematically should perform the same basic tasks for force projection and sustainment.
In Star Wars, while the Imperial Star Destroyer has an impressive array of weapons, it can only strike targets in close proximity (their weapons are canonically ridiculously short-ranged). Granted, this is so movie-goers can see the action, but it's compliment of 48 one-man craft (also a ridiculously small number for such a large ship) can range out much further than its guns. This force projection is what really makes a space carrier dangerous.
This is why I really hate SRS in FSA, they basically bring nothing to the table in terms of force projection or sustainability. A wing of Bombers is limited to a 12" Attack run, in an environment where 16"-24" is effective weapon range for everyone. In addition, they're usually only good for 1-2 attacks before too many are shot down and they become ineffective. You'd be better off bringing a 30 point weapon (if that was an option).
Interceptors are way too good (which is why I now take them exclusively). Thematically, they protect an area the size of a small moon from all incoming Torpedoes, Boarding Assaults, and SRS. One Interceptor Token has enabled me to win games by shutting down all this offense. And even a 1-Wing Interceptor Token is useful in its primary role; no other SRS type can say that.
For me, FSA is the worst of the bunch.
However, FSA (and BFG) do have one component which may be appropriate, which is launch and recovery procedures. While this is thematic and makes a carrier feel like a carrier, I don't think this is necessary for the game mechanically or thematically. Mechanically, launching-attacking-recovery isn't a fun procedure to follow (I personally find the whole process annoying). Thematically, it may not even be within scope, depending on how long the game lasts. If the game represents an engagement taking less than an hour or two, that's not enough time for the launch to re-launch procedure. If it's several hours, maybe you can do it twice. You have to reach a time scale where just one game turn is several hours for it to make sense thematically to even have this mechanic.
Does that time scale feel right for any of these games?