Theres only 2 problems i have with this idea, 1 is the huge amount of micromanagement needed to have every ship fighter sized or unpowered, I even slap engines on my smaller asteroid miners, terraformers and fuel harvesters just to reduce the micromanagement.
The second problem is that fighters need to be put into hangers to overhaul, which adds significantly more micromanagement, and as I recall planetary hangers don't work for it either.
However one of my current games over in the fiction forum has a few examples of interesting long deployment fighter designs, I generally put enough engineering spaces to keep a fighter running for 10-20 years then scrap it when it breaks down.
I have colony ship fighters delivering to mars 1,000 pop at a time, the new variant fits 1,400 thanks to a smaller engine and engineering spaces, the reduced speed doesn't matter as Mars is only 10 days away to 500 km/s, with 10 of the old faster ones I've gotten mars population up to 600,000 in a bit less than 2 years, with the 10 newer ones I should reach 5 million population 5 more years, of course by then my proper colony ships will be ready, but hell I hate having unused fighter factories.
Another design is a 500 ton tanker which holds 320,000 fuel, It's actually too fast and has too much capacity for my first 6 harvesters, so I had to reduce it's speed down to 200 km/s so that it doesn't waste fuel on half loads. The small tankers can also be a lifesaver for fleets that have run out of fuel before you build dedicated tankers.
I also use single sensor geo ships to survey earth, 4 of them with 1,600 km/s basically finished the survey in about 6 years.
Lastly I like to produce vast swarms of 10cm laser or 75% reduced size 1 AMM Orbital defence platforms, they're so cheap but sadly they've never been tested in combat. They usually have 500 km/s engine power just to haul themself to where I want them stationed, and maintenance for 20 years or so.