Oh, I don’t think you can get away with that. Not when there are separate “normal” and “drone” crew modules
Anyway, fighter designs - first, do NOT double stack torpedoes onto the two-weapon fighter chassis, that just does not work, they’re FAR too slow and as a result rarely hit anything, and get shredded before they arrive. I did that at first, and it was laughably bad.
The fighter rocket launcher works surprisingly well as an anti-ship bomber, although you need a couple of squadrons to really see it start to work. You should also be aware that the range ring for rockets is tiny, even though the maximum range is quite large - they only fire on things in this small ring, thus, they’ll never fire from inside the shields. For that, you’ll probably want laser cannon, which work well when swarming frigates. Cruisers tend to have the armour to just shrug them off until they take a few hits, but once they do, a swarm of laser cannon fighters can shred them really quickly. Maybe Vulture orders would help with that.
A module worth of armour is very good at stopping them being chewed up by other fighters quite so fast, but make them noticeably easier to hit with point defense weaponry and suchlike. In general, slowish fighters armed with rapid fire guns are best at defending your fleet as they’ll tend to lag behind enemies, shooting them several times. Fighter rockets tend to miss other fighters, torpedoes never hit fighters, and pulse lasers seem to work the best against enemy fighters, as they have the tracking speed to almost always hit. Laser cannon work also, but they seem to be a little more specialized at hitting ships, as their 8 armour penetration value lets them actually hurt most things except heavy armour cruisers.