Ah. Sorry I misinterpreted your post. I thought you were saying that I spoiled your opinion of fighters so badly that not even my TC could save it. Either way, I agree wholeheartedly that fighters as player ships are almost completely pointless. Very small room for customization, almost negligible cargo space, and a nearly unusable FTL drive. Even against other fighters, they're fairly useless, because let's be honest: the EV Nova AI handles high-turn-rate ships better than a human using arrow keys.
Also don't worry, you won't have to scourge the entire galaxy looking for just the right fighter. Although Delphi is a gigantic universe, there are quite a number of locations where prefab fighters are available. Even in the depths of the almost completely unexplored Crux arm (late game story), the NDC has stations set up with fabrication and assembly lines. The supposed idea behind the faster-than-light tech in Delphi is that assuming you have an "anchor" at both your starting point and your destination, you can move anything around in almost no time at all. It's only when a ship has to plot a FTL drop-out point light years away that it makes the drive do real work. Also, primary system space-lanes are generally crowded, and therefore ships are required to do their own spatial calculations instead of just using the instantaneous "riptide" system to jump everywhere, lest immense queues should form in front of every gate out of a system. There are riptide anchors scattered throughout civilized space, though, so you can certainly get around in a hurry if it comes down to it. Obviously, this is the same game mechanic as the hypergates in classic Nova.
Either way yeah, it seems like a miserable thing to do, sending so many hundreds of pilots to certain doom, but a truly clever commander can use them as screening craft and pull them back in time to prevent overt casualties, using them to soften up a target's shields so the nichron cannons can let fly bolts of Zeus' own lightning and wreak havoc. The only real battles of attrition happen when they go head-to-head with another squad of fighters, which can truly become a last-man-standing ordeal. Against capital ships, they dodge turret fire with lighting speed and harass general ship operations with ease, making them a very useful tool for projection of power. If you're following lore, they are also used to ferry troops to and from the planet in the event that dropships are not available.
Speaking of dropships, I'm thinking of making the TT-14 dropship a useable carried vessel. Since it's usually fitted to vehicles not equipped with fighters, I figure an "it's-better-than-nothing" approach is deserved. I just figured that if you came under seriously crippling fire and had a perfectly good pair of light-grade pulse turrets hiding unused in your launch bay, you'd have to be pretty stupid not to use them.
Oh, and though I'm using small representative markers for fighters instead of 3D renderings, don't go thinking that means I'm going to cheap out on the artwork and just call one red dot X and the next red dot Y. They'll still be unique, and detailed, and have at least some sort of pretty artwork, either in the target window or the outfitter, and specialized icons in the main viewer to determine fighter type and strength.