- 1.13 will also introduce single weapon Beam FCS, which is functionally identical to the old VB6 Fighter-Only Beam FCS, but instead of being well... fighter only, it can only control one weapon. For Beam Fighter this won't really be a problem, since you can't really fit that many guns on one to begin with, and the ones that you CAN fit are typically turret compatible, so using a 0km/s turret can be a way to stuff two or three, say tiny gauss guns or something. The trade-off of course being that you can't split your fire and have to fire all the guns.
- Box Launcher spam is of course in full force, and with the introduction of Maintenance Storage Bays that are >250 Tons, you can make some really good long-range strategic bombers. Reduced tech Launchers of all types are now a starting tech for both TN and Conventional starts, furthering this. The sensor model has also changed drastically, in VB6 it was radius based, AKA the range displayed was the range of sight in every direction. Now in C# it is the total area of the sensor, creating diminishing returns for larger sensors and by extension buffing fighter-sized sensors, that is sensors that are >500 tons.
- New engine mechanics allow for >50 ton models and have gotten a general increase in granularity with regards to potential size. This let's you really fine tune your engines, and in addition there is a new Fighter Sized Fuel Storage which is 1 ton and provides a mere 1,000 litres. This allows for even more control over the size of your fighter craft. Add in the Fighter Pod Bays and Ground Support Fighter mechanics and it is indeed a good day to be a fighter-centric navy!
And that is to say nothing of the teeny-tiny 120(?) ton Boarding Bay for building fighter-sized boarding craft!