Not really. The problem is that when you think of a PWS, you really need to talk about the squadron as a "single" ship that happens to fly around in different parts. So where a "Warship" will generally refer to a single unit, PWS's should be deployed as groups and those groups should be tactically and strategically treated as a single ship-- for example, there's no reason for the proliferation of small craft bays on PWSs-- a PWS squadron's heavy hitters should have every extra ton dedicated for guns or armor. Nothing else. A PWS carrier should be solely centered around the job of protecting and supplying it's fighters, and all its weapons should be oriented around that idea. The problem is that most modern attempts to build a PWS are attempts to design a dropship sized warship, not a unit with completely different tactical needs and strengths.
I have to disagree with this sentiment. While on the tabletop it is ideal for a PWS to be a thoroughbred assault ship and should operate in squadrons in a big battle (which includes anything involving a warship), practically there are strong arguments for a multirole PWS. I think a better parallel is to think of PWS operating similarly to light cruisers in the early 1900s. Despite fighting major engagements are a flotilla, they are also immensely useful on their own.
For instance, the 'assault carrier' type, such as Titans and the modern Vengeance-DC, is very convinient as a one-ship task force. The fighters cover the PWS while the PWS provides ewar support and long range egg cracking firepower. Yes, you can gain the same thing by having a thoroughbred assault ship and dedicated carrier, but then you doubled up on your dropships.
Also, spending some tons on small craft bays are immensely useful. Besides the combat advantage of always having some onboard ewar platforms, small craft can perform light cargo transfer and long range shuttle duties. Some extra armor and SI would of course be nice, but you lose a lot of ease of operation by dropping the 2-3 small craft bays. Several PWS also have dedicated infantry, presumably for boarding operations. Remember that you will be boarding cargo ships and smugglers and pirates far more often than assaulting stations or the naval vessels of another state.
The biggest advantage of PWSs is that you will always have more of them-- canon Btech makes building warships very difficult compared to dropships so you'll have more construction yards and less of a bottle neck. So even if you say, lose 6 PWSs for every true warship, you may very well come out ahead in terms of build capability.
The problem of PWS vs a real WarShip is that the WarShip is VERY hard to kill while it will pop PWS like piñatas. You will lose PWS in the attempt and it is virtually guaranteed that the WarShip will have escorts. Given that a combined arms force has a distinct advantage here, I don't think 6 PWS is remotely close enough to kill an escorted WarShip, without it being a corvette or something.
I don't remember if it was on this forum or the previous one, but one user was absolutely convinced of the superiority of PWS. He proposed that 5 of his custom jobs (armor, guns fighters) could defeat any warship short of a heavy cruiser, so a scenario was decided on where a Fox and 5 of his PWS were to go against an Agamemnon, a Vengeance, some non-PWS assault dropper, and two other random non-assault droppers. IIRC the Aggie was pretty hurt, but the PWS got mulched.