What do you NEED?
Okay, hear me out.
what does a Squadron of ASF operating from a Carrier need?
We're talking fuel, spares, maintenance and deck crew (and spaces), plus carrier crew, plus detection range and communications to coordinate over long distances, plus support for the fighters to extend their range and operating radius, because if the enemy can get in striking range of your carrier, you've done something horribly wrong.
The primary WEAPON of a CV, is its air wing. That is the whole and sole purpose of the carrier, everything else is tertiary, or better handled by another dropship.
This isn't to say that bad things don't happen, and it's good to have point defenses for leakers who get through, but if you're trying to use a carrier as a combat asset of its own, you've already lost the thread (and will likely lose the conflict.)
YOur main angles should be, then:
1. Adequate support for your embarked air-wing(s). This is fuel, food, spare parts, bunk space and so on-your carrier is an airbase, equip it as such.
2. Adequate support for your carrier's crew-this means fuel, spare parts, and bunk space, to keep the ship running and allow you to support your embarked air wing. (does no good to have a carrier if you can't keep the decks pressurized or feed them.)
3. Adequate detection range and mobility to avoid being isolated and engaged by enemy forces. Ideally in the dreaded defensive situation, the enemy should be asking "Where did all these fighters come from??" not "Why haven't you hit their carrier with our naval PPCs yet?"
4. Adequate to minimal protection from enemy fire-if you're positioning your carriers close enough to the action that they're taking fire, you did it wrong, but...incidents happen. Weapons should be focused on point defenses only-your striking power is the Air Wing, not your deck guns. Armor should be cheap, minimal stuff that doesn't cost a lot to replace, but isn't thick enough to encourage members of the brotherhood of the Randy Sheep to blunder into the thick of enemy fire seeking glory.
That, after all, is why you have the air wing-their job is to blunder into the thick of fire, your job is to fix the damage to them, refuel them, rearm them, and send them out to do it again.
5. Common parts. The Carrier's own systems (Propulsion, mainly) should be easy to source, maintain and replace using common components found on commercial or large-batch military production models that are also easier to replace than something custom that can be lost with the destruction of a single factory. Avoid imported components whenever and wherever possible-other nations can o this thing called 'embargoes' which can cripple your naval programs if you don't have the ability to ignore them.