1) what the role of flak should be, according to Bobucles, and 2) why I should give a crap about that role and want to pay money for it?
Ooh, I like this! But you forgot one important question: What I think the role of Carriers should be, since that directly ties into how I think flak should be.
First off, I think carriers should be an antimatter using support unit. My ideal for the carrier role is to hit hard and furious during the critical early stages of the fight, and to provide light support for the rest of the fight. I don't think they should be a primary raiding unit, though their nature makes them good at it. I think they should remain long range. I think strike craft should remain fastfastfast. I think careful control of their damage output(keeping craft alive) is essential for this role. However, as an antimatter wielding support unit, the carrier is the only one that isn't reliant on having antimatter available to perform its role. I think this is the big flaw with them.Why? Because a carrier that jumps in with 0 antimatter is just as lethal as a carrier with max.
This is abused repeatedly for the hit+run strategy. Dry carriers jump in, launch everything, and can even maintain full strength for a minute or so before jumping away.
If dry carriers couldn't wield their full strength, the strategy(hit+run) would disappear. For example, if dry carriers can only field squadrons at partial strength, they'd be in serious trouble when it runs out. Most of the damage output that makes carriers so great will be gone. Without antimatter losses can't be replaced, and with fewer SC on the field they're easily wiped out. Carriers that jump dry, stay dry, compounding their loss.
Okay, now dry carriers are limping along, where before they were still fierce. What does the flak role become, then? Dry them out, wipe them out. This is most difficult if the carrier is at full AM. The carrier can stay at full strength for a long time against a flak screen, when it has a large resevoir ready to rebuild. This is fine, because carriers do need to be able to sustain some level of usefulness, even against their counters. Their role is to do the highest damage, and they need some time with max SC to do that. However, every SC loss cuts into the time that carriers can STAY at full strength. Pretty soon, the numbers start tricking down, and at 0AM the carrier is no longer the king of damage. By that time the SC have done their damage, they've turned the tide of battle, and the dedicated combat ships move in to clean up.
How does this change things? The biggest difference is in the initial punch of a quick raid. If carriers spam their phase engines to stay at a constant 0AM, they're screwed. The raid will fail so fast and so hard against flak, it won't become viable without waiting for a full load of antimatter. Good, that's the biggest complaint about carriers. In a quick fight, with full AM, carriers are unaffected against flak, so full AM carrier raids are still dangerous and viable, and the carrier remains viable as "high power short term" damage. A player who has nothing but carriers is going to be crushed soon after the AM drops to nothing, leaving the carriers vulnerable to everything.
In a long fight, with full AM, every flak frigate fielded becomes useful. Every killed SC puts a dent in the time that carriers can stay at full strength, so you no longer need to reach critical mass. The more flak, the stronger the counter. Flak wins because it when it knocks a carrier down, it can KEEP a carrier down. Fleeing carriers will keep losing antimatter in the phase jump, so they'll have a hard time truly recovering from a counterpush that is leaded by flak.
However, I just noticed another potential issue. Strike craft wipe out strike craft in a matter of seconds. This is far faster than carriers can rebuild them, or flak can kill them. Carriers will still counter carriers pretty damn hard, but in this case both sides are crippled.
TLDR edition: Highlighted in bold.