The approach of a lure using a fleet module is interesting but not an approach I'm using.
That said, the carrier-approach does have it's benefits:
1) Engines are costly and big. Speed modules can really shine here though I don't know how many races have that technology.
2) Fleet attack modules relieve the pressure to develop costly weapon technologies.
3) Since a fleet consists of (mainly) cheap and small attack vessels, several planets can easily knock together a working fleet as opposed to each planet having to build one huge ship. You'll have something to swing with sooner.
It also has some drawbacks compared to the all-attack approach:
1) You need to divert research in defensive technologies (at least enough to withstand the attack of the entire opposing fleet).
2) You need to research the correct type of defensive technologies or your efforts are square-rooted.
3) Since the AI doesn't seem to bother with more than a token defence anymore, even matching defences compared to your weapons won't make much of a difference.
4) You're matching your defence value to the opponent's attack value. I find it easier to match your attack value to his HP.
I'm not sure what the price-tag is is a the two approaches so I'm not putting it at pro or con.