The range question really depends on what the strategic targets in the system are. For some star systems, all the critical stuff is olanetside, in which case aerospace fighters DO have strategic range. For systems that have strategically significant space defenses/infrastructure or multiple inhabited places, then aerospace fighters aren’t the right tool - drop ships are the strategic level tool.
again, depending on doctrine.
if my doctrine includes sneak attacks, or 'ranging' attacks, Dropships might be just a tad too conspicuous when I'm planning to rain bombs on the other guy's traffic control, air defense control, rally points, airfields...
Likewise if he's got it spread out. One biggun hauling a shit-ton o' bombs doesn't really help if what I need, is to hit sensors and control stations scattered by wide distances (say, bigger than your scatter diagram), and need to hit them
simultaneously to create teh most chaos in the enemy's ranks. (other targets, like comm relays, radio towers, bridges...)
so it's
doctrinal, which means "How does your plan work in ideal conditions and what kind of counters do you have planned for when it doesn't work like ideal conditions?"
six 150 ton smallcraft rigged as bombers with big fuel tanks can potentially take out more critical infrastructure than one Triumph class that's had all the bays converted to bomb bays.
at least, in a timely manner that makes it worth the effort to run the strikes in the first place. The idea is to paralyze the enemy on the
Strategic level, futz with their coordination, communication, defenses and detection grid, preferably before your main force is in range for that grid to be worth something.