Gen 2 Carrier.
As it turns out, the carrier model you were inspecting, was several years out of date compared to the modern version that would come into service just in time to fight in the war. The gen 2 carrier has a number of technological improvements, listed individually below.
Missile battery
By using some bits of tech left over from a cancelled project, mixed with some targeting code from the sniper staff, our carriers have been equipped with an air to anywhere missile launcher battery. It has limited ammo and will run out quite quickly if it needs to sustain fire over a prolonged period. There are currently two main kinds.
0s, smaller short ranged missiles for normal combat, capable of taking out everything as armored or less armored than a tank. Useful against enemy aircraft. Takes roughly a minute to rez per missile, but can be stored in large numbers.
1s, powerful long range missiles capable of downing even carriers, these energy based fuel air bombs can't be rezzed inside a standard carrier, and our carriers will need to land every so often to refill their stores.
Improved superstructure and compression tech
A combination of what we have learned from designing body armor for our troops, and the compression tech from our crawlers, we have decreased the size needed for roughly equal carrying capacity, and using the structural design learned from making body armor, have reduced maintenance needed to keep them flying, and let us remove unnecessary components, further freeing up space and decreasing cost.
Ribbon barrier
Using the same tech as our barrier fences, this device projects a defensive one way energy barrier, similar to a light ribbon, but encompassing our vehicle and protecting it.
All together, we now have two types of carrier, both upgraded.
Flagship carrier, gen 2
The same general size and shape as the gen 1 carrier, this massive airship can carry an inordinate amount of missiles, vehicles, and armor. National effort Due to incredible expenses needed to fill it up, its also still Energy intensive Lowering its range. It can produce tanks though. Persistent (Duh)
Standard gen 2 carrier
Smaller and cheaper than the original gen 1s, these carriers lack the capacity to rez in dedicated large scale military vehicles like tanks and recognizers. But can store a large number of tanks and recognizers, about the same or slightly less than the original gen 1s. It can manufacture batons and energy charges however, making it a useful asset. National production effort, this is a new mechanic, in effect, you get X new ones per turn, currently one, up to a sort of maintenance limit, in this case 10, this is due to the incredible amount of time and effort necessary to produce them, and their relatively low maintenance costs in comparison. You can increase either the maintenance limit and the production rate through designs, though this will be an extensive and lengthy process. Each of these can carry 10 type 1 missiles, for long range attack, and 100 type 0 missiles. Also persistent