Well, this isn't a real life navy where there's a huge difference between ships and airplanes.
Fighters have no unique advantages in beam combat except reduced-size fire controls (going much above 4x tracking speed is rarely practical)... which is negated by typically only having space for one light beam weapon each, while one fire control on a full-size ship may be good for 10 weapons. Their smaller sensor footprint is of little consequence because anything will pick you up before beam combat range.
The main advantage of beam-armed space superiority fighters over full-size beam ships is logistics - they're serviced in a hangar, and a new variant can get built immediately without shipyard retooling. For me, that's usually not enough, I prefer full-size ships. But if you want beam-based space superiority fighters, they'll need to match their quarry in weaponry - a light "space superiority fighter" with light Gauss cannon armament may be crippled by the first laser shot of a fighter meant to go toe-to-toe with ships.
I think you really should decide whether you want to build efficient designs, or whether you want to build thematic equivalents from real life or other settings. There are many real-life analogues that work well (WW1 to cold war ships translate easily into the system, a dedicated nebula fleet may resemble an age-of-sail fleet). Other things don't work that well.
A Gauss turret on a bomber would not be very useful for fending off beam fighters, because the fighters would have longer weapon range. If the AI used fighters, which it doesn't.
If your bomber comes under fire from anti-ship missiles, why are you building a bomber instead of using more efficient full-sized ships?
If you want efficiency, identify needs, expected opposition, and a way to overcome it - inside Aurora mechanics, as other settings may work very differently.