i think your prototype is so unrefined it is difficult to evaluate the underlying idea.
SiD is boring, sorry, so i'm just going to discus Avatar.
honestly, there is no reason other than stealth to not at least use 50% power mult. if you want stealth (which is good and you get it cheap) then we are really in territory where two 50k carriers are just better than one 100k one. 1 big shp is more fun than 2 little ones, i respect that.
since you're going commercial lean into the endurance: get your maintenance life up to 2 years, make sure you really have enough fuel and magazine for the brood, and get you some grav survey capability and a jump drive. ok, a commerce raider that has to sneak up on freighters because otherwise they will outrun him is _hilarious_ but planets are pretty easy to catch. maxtech enhanced radiation, anybody? ew.
EW is the thing which is going to require the largest amount of work to incorporate. between EW and stealth i feel you want the parasites to be ships, not *ACs or fighters.
maxtech missiles are so OP they just break my intuition, but i suspect they want sensors and EW to be all they can be. on the flip side, enemy AMMs can intercept _photons_ with a high degree of accuracy, so you definitely can't go above size 2. if Titan demonstrated anything, it's that your ASMs need more accuracy- the Titan could (just) soak your alpha on his shields, but swap one damage for maneuver and i believe (back of envelope calc) he dies, instead. of course the puny range on your missiles is going to cause all kinds of grief for you in lining up shots (against any target that isn't trying to close to beam range). thoroughly considered missiles are a must and will make gigantic improvements to the whole group.
i fail to understand the strikegroup to the point i can't even critique it. if the coilgun parasites are just for defense of the carrier, just put the guns on mama herself, you save appreciable weight and cost as well as gaining the benefit of a CIC. theres something to be said for having some point defense to accompany your strikegroup, but 1000 kkps ain't gonna cut it.
my guess is you wind up having to drop 5k hangar space to add fuel and magazine, obv. more if you decide to move the coilguns to the avatar herself. 25ktons of offense parasite as you have, seems like a good aggressive amount. every carrier gains or loses big based on how much value they can eke out of the "general purpose" portion of their hangar space.