General: Very long maintenance lives compared to deployment time.
This can be a good thing depending on how you use them ("they'll go somewhere for shore leave, but I don't plan to put them in overhaul after every mission"), otherwise it may mean too much overhead in engineering spaces.
Troi: If the deployed fighters aren't ludicrously fast (yours aren't), a carrier needs to be fairly fuel-efficient to be worth building imo, otherwise I'd just give the fighters a decent mission life and do away with the carrier.
If you bother to turret something you may as well give it a higher tracking speed. Even then, 2 Gauss barrels on a non-discounted fire control seems too much overhead for the fire control.
In a carrier, I might just not bother and increase hangar space for one more fighter armed with a 10cm railgun.
Peacock: Performance is very bad for a beam fighter, the weapon is too heavy and you aren't really getting anything out of it. I'd use 10cm railguns, and mix in some variants with 10cm lasers if you find you need the range (if I do, i usually don't build fighters). I'd try for at least 8000km/s, probably 12000.
I'd cut deployment time to 0.1 month, that'll reduce crew requirements considerably and will be sufficient if the thing gets faster.
Arrow: Do you really need the range? It's rather expensive, otherwise you could cram the capability into a fighter and save good money on fire controls.
Caltrop: See Peacock, the oversized weapon is really holding you back. Also, if you were to use a 12cm railgun, capacitor-3 would give you the same fire rate and save on cost and reactor size.
Short: On the verge of wasting fuel due to overstressed engines, you could get similar capability for much lower running costs. Defensive capabilities aren't enough to save it, I'd strip it and give it an escort where necessary. I'd also build separate variants with one sensor type each, to lower its own sensor footprint.
Bismarck: Again, a very fuel-hungry propulsion setup. You'll need a considerable number of them to overwhelm enemy point defence, but otherwise the offensive setup looks fine. 1-missile salvos ensure the enemy is limited by number of fire controls even if you can't throw large numbers of missiles, size 4 is reasonable; fire control range and resolution look like you've been cutting a few corners... but you probably want to with one FC per tube.