Have to agree with RuleBritannia and Erloas here, and lately the carrier rules are being talked about. Seems liek consensus is that the new fighter rules are too simplified, limit the SRS to defensive and escort roles in the main, and make any carrier without weapons pretty much only a large escort.
Now, to me, carriers in miniatures games usually fall into three camps - Long-range weapons platforms, sending out units that make small but repeatable strikes on targets at longer engaement ranges than standard weapons and ships; Assault ships that carry small wesapons suties as well as the above, so can skirmish with other craft directly while maintaining the long-range attack as above; And escort carriers that supply fighter groups to defend other ships from arttacks by opposing fighters and/or assist ships in defense against other ships. ( In the real world, only the first and third actually exist in most navies, though you *could* argue a modern LCS has some assualt carrier features ).
In 2.5, the ability of carriers to do the first and third jobs was curtailed by the Carrier Points rules, which somewaht limited the number of Tiny Fliers were able to operate at any given time; This did not really affect the thrird escort job so much as the operations for close-in work were still applicable, but it di prevent long-range strikes of any greta number. The second option, of course still existed as weapons on carriers were unaffected. ( A suggested house rule we use locally is to allow carrier points to represent the ability to launch/ maintain a fighter group, and to allow them to be reapired, to symbolise decks and hanagers being put otut of action then repaired, a compromise between 2.0 and 2.5 in some ways. )
So far, the carrier rules as seen in the Beta do almost nothing to make carriers perform in the first role as detailed before - Which in some ways limits the game given the lack of long-range raech weapons like missiles ( Sure, there are rockets, but rockets are by definition unguided and thereby limited, unlike manned fighters, and which restriction is well-modlled in all versiosn of the game so far ). I'm hoping then to see these rules expanded on this point myself. But it seems taht somethign has been lost in the drive for simplification and lowered token work, and it's to the detriment of the game to my mind.