Try to keep your fighters at round numbers so that you aren't wasting hanger space. 200t, 250t, and 500t are all good points. Your range on that one is a bit short, especially since it's not a missile fighter; that's a
total potential traveled distance of 600m km from the point where you launch to the point where you land, and there's no way piddly little fighter lasers are going to kill anything in that timeframe unless you've got approximately ten fucktons of them. That short range fundamentally means that you're going to have to keep your carriers relatively close to the fighting, which is the exact opposite of what you want.
Missile fighters are god for several reasons. Not good, god.
1. They allow you to attack without being attacked. This is the most important: fighters (especially little 200-250t ones) are small enough that they usually won't be detected at ~30m km out from their target, as long as you've got a specialized fighter or another ship spotting for them. Over the long term this can save you a whole lot of effort and resources by virtue of not needing to repair components in the field or take ships back to a base for armor repair. It also means that your effective firepower remains the same for the entire engagement, rather than being diminished as your ships take damage.
2. Missiles extend their effective range. 20-50m km isn't huge by Aurora distance standards, but that's that much more fuel for them to return to base, which in turn means that you can position your carriers farther out and strike at enemies from planets much farther than you would normally be able to.
3. Missiles are fire-and-forget. You don't need to burn fuel constantly chasing down or kiting enemy ships, just dump the load and RTB. This means that missile fighters have an effective maximum deployment range of ~1/2 their listed range, whereas beam fighters have a much shorter effective deployment range due to their need to stay inside their combat envelop for extended periods of time.
4. Missiles are cheaper to replace than fighters.
5. The in-hanger reload time for box launchers only matters if the enemy has detected your carriers
and has ships fast enough to catch them before they get out of system
and has ships strong enough to punch through whatever escorts they have.
My carrier doctrine is actually very, very skimpy in terms of weight of fire. I like my CVLs a
lot. My typical carrier group for deployment against anything that isn't a major fleet is something like this:
1x-3x CVLs (2 squadrons missile fighters + 4-6 specialized fighters each)
1x-2x CIC cruisers (max-size active sensor strapped to engines; even with low tech you'll usually manage a range of 1b km+ -- these are the spotters so that you don't risk your carriers by pinging active sensors from them)
1x-2x stealth cruisers (basically the left hand to the CIC right; they mount large passive sensors, reduced thermal output drives, and a cloaking device, and act as early recon + forward detection)
1x PD frigate per CVL
6x-8x 250t missile fighters per squadron
2x-4x 500t beam fighters per CVL for cleanup work
2x 500t scout fighters per CVL for secondary spotting
I tend to pop the stealth cruiser in-system a few months ahead of time when I know about an enemy presence, which lets me creep it up at low speed. Cloaking tech is actually very, very effective once you put some research into it. Sometimes I actually just leave them scattered around on long deployments to gather intel. Once I'm ready to engage, I drop the fleet group in-system, race the spotting cruiser(s) away from everything else, then pop on their sensors. At that point unless I've screwed up massively (which basically only happens if I don't know the top speed of all of the enemy classes, which in turn won't happen if I've done my prep work properly thanks to stealthed scouting) it comes down to my sensor cruiser kiting enemy ships around while the missile fighters pick them apart.
Yeah, it can take days or weeks (true story, lol) to resolve larger engagements, but they go off without losing anything except missiles. The only times things get dicey and I lose ships are again a) when I don't scout properly and b) when I run out of missiles and miscalculate the timing for sending a tender through to meet the carriers. The worst I've ever had with carriers was when I dropped my fleet through a half-gated JP into a system that wasn't fully explored without a jump tender nearby to get them back, and even that wasn't a total write-off, given that it basically ended with me running what was left off into deep space to wait for rescue.