I'm dealing with these issues in several ways in the upcoming scary IMTU CT/HG merge, among just a few-
1) Can go with those cheaper battle computers which makes sense for something as expendable as a fighter.
2) Energy allocation effectively means most fighter's main armament would be the missiles with lasers and energy weapons being normally used as anti-missile, also you can use agility or the laser(s) but not likely both.
3) Go with a CT mod, the missiles ALWAYS hit unless they are jammed off, eliminating the agility/computer issue in the first place. This would make for some very large fighter swarm mutual annihilations, followed by potential large ship discomfort if the enemy's strike fighters are able to get through.
4) Accel has an effect as per the Missile Supplement, normal HG is very Imperium, line em up and shoot, but if you are tracking motion as per traditional CT miniature moves, you can derive an impact differential and potentially add value to their USP HG attack value- so a Missile 1 attack might become a 2, 3, 4 etc.
5) So an attack/maneuver profile might involve using fighter speed to gain a significant G, go to agility maneuver on closing, fire the missiles at an optimal 'can't avoid/up attack value' range then continue in closer for energy fights, or take the hits to turn around and reload.
6) You can already see one difference in my damage table, there is ALWAYS a chance for critical hits which will crack the armor eventually, even if it's 'low-caliber' weapons. For a more purist HG fix, go ahead and use armor adjust for actual damage resolution, but apply natural critical surface hits to lower armor value.