Not too long ago, the community was brainstroming ideas and we collectively (including the devs) hit on the "solution" of modules for ships that would enhance roleplaying with the races and strategy and tactics as well. IMO, this is the way of the future. It's easy to add parts like a module.
In fact, a Warp Bubble Ship makes more sense than a Carrier Imperial Star Destroyer. After all, if you can install a warp field that big, why would you limit its use to a single ship? Just carry the entire volume with you and go!
In that light, I'd like to introduce another module idea from Carriers - Range.
Carriers work in our local situation because the aircraft we have don't have the range to be anywhere all the time. If they did, Carriers wouldn't have a purpose. Carriers are essentially mobile airports, really, and little else.
With that preamble, the logical version of a module to simulate that would be a Range module - a module that increases the range not of the ship, but of the entire fleet it goes with!
For peeps who like the idea of Carriers, this is even more like a real one - unlike a Warp Bubble, you can't separate the Fighters from the Carrier once at the destination, because the Ranger Ship is vital to the continued functioning of the fleet at the point of action.
Of course, to even make sense at all, you would have to modify the base range XMLs so that you can't just solve your problems with individual modules and such.
So what are YOUR ideas for modules on ships? Anti-Fighter module? Anti-Capital module in the vein of the Reflex Wave Motion Gun? Fighter-based Anti-Capital modules, AKA Close Range Antimatter Torpedoes?
Fire away.