Bah, you pansies.
Ok. Some messing around indicated that I could:
Edit CAPITALSHIP_TECHCARRIER and set their command points start value to 8, and their incremental value to 2.
Then I went to PlayerTech and set as kingCapitalShipDefName "CAPITALSHIP_TECHCARRIER"
That gave me a starting carrier w/12 odd fighter slots. Bah. I can do worse.
So I also looked up FrigateTechCarrier and gave the cruisers a good 4 command points each.
Then I looked up FighterTechBomber and FighterTechCombat and was disappointed that I couldn't do anything really abusive.
Then I noticed SquadTechBomber and SquadTechCombat. And what do we have here? A "baseMaxNumFighters" value? Lets just tweak that from 5 to 20. Oh, and so I don't have to wait around all day, lets drop their construction time from 20 to 2.
The result can be seen in the screen shot below. This is all with the starting carrier only, mind you. It was actually tricky to take a decent screen shot that managed to capture all the fighters. This one has about half of them in the shot.
Linked for size.The unfortunate thing is that right now the fighter/bomber combat AI has them beeline straight at their targets and a tightly packed mass of a hundred or so fighters makes for a pretty crappy screen shot. Everything they point at just explodes in a hail of missiles half a second later and it makes the combat pretty dull. I may play around with the balance. Looking at the text files suggests one could do some really abusive things with flak cannons.
EDIT: Hot damn I suck at imageshack. Uh.... images in a second.