I'm going to go back to a point I tried to make (and maybe failed).
What does your navy DO??
I'm talking about the portfolio of missions your ships and stations and installations are actually there to do, not about x powerful design is better than Y powerful design here, but what you actually NEED your navy for.
I keep hitting on this, because inevitably, people jump straight to 'make more of x' or 'don't let y go obsolete so easily', or 'we want Monitorz!!' (that last note may be dated a bit. PWS were how the devs got around the policy of 'no Monitors').
A LOT of the problem, both in the OP's original question, and the policies that created it, comes down to a certain lack of a decisive grasp on what a Navy is actually supposed to do and how it's supposed to work.
For example, I've seen writers and devs both spread the alarmist idea of "Everything becomes 'I Killz it wit' mah WARSHIP" and hammering on orbital bombardment as a cheap cheat.
which, left in a vacuum, it kinda is.
The other one that we all see, is the claim that somehow, effective naval power will make 'mechs take a backseat.
You know, like the way Dreadnought battleships conquered Gallipoli during the First World War, or how Ironclads invalidated horse cavalry in the Civil war...
Oh, wait, they didn't do that, anymore than shore bombardment made infantry and armor superfluous at Normandy, or Okinaway, or Guadalcanal, or Inchon, or how strategic bombing alone defeated Germany and drove Japan out of the Phillipines...right? Only it didn't.
But this confusion comes from there being very little clear understanding of what Naval power is for, and what it isn't.
The other thing I think lots of us keep looking past, is that you don't need proper warships to have a proper naval engagement, or even a proper naval branch wargame. You don't need Capital armed Dropships either.
They're a "nice to have", not a Core Essential.
What you DO need, is a clear idea of what your navy is, what it does, and what it's for.
We have this with Battlemechs, we have it with Tanks, Support Vees, Conventional and Aerospace fighters, combat vehicles, and infantry.
But we really don't have a premade basic guidepost for Naval for the game in the same way we can sit down and say, "A regiment is three battalions with This organization comprised of this many units" with the basic units being scaled like so:
1 'mech=1 Tank=1 Platoon infantry (decide roles to match) for the Inner Sphere, and 1 'mech=2 tanks=2 fighters=1Platoon=1 Point of five battlesuits (types determined to fit) for the Clans.
We don't have that.
We don't have a clear delineation of how many fighters are worth a dropship are worth an armed jumpship.
this is one of the things we need to change if we want Aerospace to be anything bigger than a sideshow that periodically gets buried by developers.
We need, in short, a 'setting structure' that is easy to explain to new players, that lets them envision what's going on in their heads while seeing what the game is doing on the board.
This isn't about BV points, it's about What does a basic, standard organization look like on the tactical to Strategic level.
How many fighters in a squadron, how many squadrons in a wing? we've kind of got that far, but then it breaks down at the Dropship and above level.
This, is something we need to address.
Those of you familiar with my deranged scribblings in the Fanfiction boards, know that I've tried to impose this very thing-an orderly, organized, structure that at least kind of makes some sense, where you have the really small ships, and x number of them is equivalent to (or subordinate to) one bigger ship, and a group of those groups is subordinate to a Bigger ship, with command ranks scaled to the level of responsibility each phase or stage or level of forces represent.
Sloop/Cutter/Corvette: Commanded by a Lt. Commander-because it's a support vessel for larger vessels, or conducts 'hands off' operations, or handles policing duties.
Destroyer/Light Cruiser: up to half a million tons, commanded by a Commander, who also oversees a group of the smaller ships.
Cruiser/Battlecruiser: Gets a Captain (O-6) commanding it, and a group of Destroyers who are in turn supported by corvettes. This is where you start getting into Theater-level (using AFFC terms) assets.
Battleship/Flagship: The boat gets a Captain, but there's an Admiral on board in command of the full battlegroup, which has the battleship, some Cruisers or Battlecruisers, each supported by a group of Destroyers, who in turn oversee a gaggle of corvettes.
In addition to all of that, you have the transport jumpships with their dropship complements flying in support. Figure numbers hack out to 1 'tender' for every 4 Corvettes in a battlegroup, and that tender hauls cargo ships, portable service assemblies or whatever you think you need for logistical support of your NAVAL forces.
Then, you have the Transport command-the units specifically there to support ground forces. These are more "Our mission is to protect this" or "Our mission is to stop the enemy's this"-aka more 'The football' than anything else.
In this idea, your assault dropships would attach at the Cruiser level and above, as 'pieces' of the larger ships' arsenal (when they're assault dropships and/or PWS). They're basically just like your missiles and your cannon ammo-only they have their own missiles and cannon ammo, or you can look at them as being like your fighter complement. These, for the NAVAL game, would be assets in support of your larger vessels-point defenses, and so on, or assets used to escort your transport units while the Navy boys hunt the other guy's defensive units and tie him up via combat power.
Most of those would be commanded by an Ensign (O-1) to Lt. Senior Grade (O-3).
But that's only when you've got healthy fleets of compact core ships.
For post 2nd Succession War, the ROLES remain, but the equipment changes heavily.
How? more emphasis on dropships and fighters, for one. Instead of being supplemental units for your 'real navy', they become your front liners for it, with Jumpships having to hang back as command platforms or support infrastructures, while you'll see a 'rank inflation' in your dropships based (again) on size and combat power.
IOW where in a proper navy, a Vengeance is basically a means to transport extra fighters under the command of the Flagship's CAG, it becomes the main firepower for a given group, filling the same role as a Cruiser, with similar ranks, while a ship like the AFFC's 'Claymore' class would still be under the command of a junior officer since it's a small, armed, dropship that flies like a fighter.
You almost have to look at structuring by era, or by how your group wants to embrace the paradigm of warfare/tech levels.
but it still leaves the question of 'what is your navy FOR??'
the needs and capabilities of the pre-Snow Ravens OWA are going to be different from the needs of the SLDF-era massed fleets of jump-capable warships, but even within a given era, some needs don't function like others.
Because they don't need to, or because the threat one fleet faces regularly doesn't even exist in their neighborhood. (as a contemporary example, the FWLN isn't facing Clan Warships in 3055.)
so the issue is muddied because the doctrines (the intended use vs. live experience) is going to be different than, say, a Naval-resurgent LCAF with Clanners sitting ont heir border with upgraded heirloom SLDF warships in quantity, and those experiences will be different from a DCA that's had to stare down the Jaguars (and lost more than a few times).
Sure, everyone's got information from everyone else, but it's going to be weighted differently, this governs not only what ship types will predominate, but in what sort of organizational numbers, and at what level, and they're going to be doing things very differently right from the get-go.
even if you put everyone on the same 'keel' technologically.
but those doctrines will have evolved from SLDF doctrines, because that's where everyone 'started'.
I know, I'm talking around it.
sorry guys. I'm trying to think about how to frame the problem so this isn't just a bitch-session.