In case you can't tell, my group never did a lot of spaceship combat. Part of the reason I ask this question is that when the subject was previously addressed, the responses I recall was along the lines of "fighters aren't worth it", or something like that. So that seemed to answer my query of why the only "official" fighter designs I've ever seen were the venerable Imperial bullet with wings, the Rampart, the Sol/Terran version, and I think a Vargr fighters.
My 2c & I like fighters. I have usually played HG/TCS at TL12/13 (the tech level of the Old Islands campaign). At TL12 and less Fighters dominate because having TL12/13 computers are viable and you can get a turret on less than 60 tons of fighter (rather than 100 tons for other ships). You also 'only' risk the fighter, not the carrier and the lost fighters are replaced in 6-8 months, not the several years a much larger ship will take.
The goal of fighters at TL12/13 in main fleet combat is weapon scrubbing. An opposing BB will lose a spinal mount factor on the first weapon-1 damage result and another one every 5-6 weapon-1 result after that.
And capital ship designers at TL12/13 have to make harsh choices between armor, agility and firepower (very few sacrifice firepower). A missile-1 will hit a capital ship on 12+ if it is agility-6 and under 75,000 ton. If the ship is over 75,000 ton it hits on 11+ (1 in 36 & 3 in 36 chances respectively). With fighter fleets numbering in the hundreds or thousands, getting hits is not a problem.
For example in the 'current' (used loosely as I think its died from GM exhaustion) Island Clusters campaign, I field a missile fighter weighing 54.5 ton and costing 112.8 MCr (after discount).
My standard carrier is a dispersed structure 315 Kton, 133,520 MCr (after discount). It carries 123,100 ton of craft J3. Thats 2,258 fighters on one ship. It has a flight section of 6065 which might limit the fighter numbers in some situations.
A fighter dominated Trillion Credit Squadron, might see me field 2 such carriers & 4,500 fighters (around 80% of the budget?).
On a 12+ those 4500 fighters will score 250 hits (say 2 missile-1 batteries), on an 11+ they will score 750 hits. Generally my fighters use HE missiles, avoiding the Nuclear dampers. And at TL12 the armor is usually 5-12, with agility or firepower being sacrificed as armor gets better.
Armour-18 rocks are usually large and slow and need nukes. The one I use in this campaign is 74,500 ton & Agility-0. My own fighters will hit it on a 5+, generating 7500 hits. Of course only 1250 will penetrate the dampers and armor-18 means that will 'only' result in 38 weapon-1 hits.
At TL12 Fighters are not ship-killers. They pave the way for ship killers to operate in a very safe environment.
The dynamic changes by TL14/15, the computer-9 needed just becomes too expensive and PP hungry. So fighters with smaller computers, perform support roles or are used to dominate lower tech navies. Which is why most published designs, which are generally at TL14/15, are no good for main fleet combat.