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Generally, other than the end-game crisis and possibly the awakening of empires, you can do anything you want and it will work just fine.
As for those two events - for both, you're going to want fleets that focus on killing without getting damaged. The problem with fighters is they're largely short-range. They might work, but you'll end up losing ships, and against those endgame crisis, you can't really afford that. So what you want is long-range ships with weapons that will let you avoid having to actually deal with a counter-attack.
and they had a weird balance (where amoebas and basic scouts were almost the best you can have)
but i still use them from time to time cuz they look awesome in combat(i even used a mod that gave titan a hangar slots to replicate a mothership). also against AI it usually balance things out cuz ai's designs and strength is usually weaker then human's.
also i've heard that they are good on defensive platforms early game.
my favorite design in 2.2 was Cruiser with missile front, hangar and a bunch or laser-kinetic-pd in the rest slots.
and i'm afraid that other options are usually just more effective
Though they aren't bad on ships. I will use all battleship fleets once I research that far, but I seed in a few ships with hanger sections so I can have some point defense. The AI seems to almost always have point defense on the builds, but the fighters still seem to do alright. I've even tried full fleets of the carrier types and I still win with them...battle takes a little longer, though.