Soooo.... Ever since buying a 'conda aaages ago, Ive been eagerly looking forward to being able to carry fighters. And now that I have a 'vette which can carry two... The wait is becoming unbearable lol 
Im assuming its gonna be part of the multicrew update, which I would hazard a guess at being the next update we get (I hope so on both counts). I mean, having multiple crew members goes hand in hand with multiple ships docked in yours.
Ive been giving it some thought, and here are a few features that Im hoping to god that are part of the fighter bay addition...
1) Fighters can be launched as unmanned automated fighters that have their own AI, or are controled by the motherships AI.
2) Fighters can be boarded and lauched by crewmates.
3) When utilized as unmanned drones, we can set their behaviour. The behaviour modifications as follows...
a) Rules of engagement tab, ie:
Fire at will : no
Fire at will on wanted targets : no
Fire at will on hostile targets : yes
Return fire : yes
Hold fire : no
b) The ability to set a target priority list in the same way we do modules. Listing all the options in a tab and scrolling a number next to them, for example...
Other deployed fighters : 1
Small ships : 2
Medium ships : 3
Large ships : 4
Highest agility : 1
Lowest agility : 4
Fastest : 1
Slowest : 4
c) The ability to customize said docked fighters loadouts when at stations, to tool them up for specific jobs. Shield strippers, hull smashers, fly swatters...
d) The addition of a new fighter specific module, a "Fighter AI Module" of different ratings. A basic one which allows the deployment of autonamous fighters. A standard one which adds automatic pip management, and an advanced one which adds another behaviour option to the list mentioned in "a", the option to set fighters to recall when their shields are at a certain %, then automatically relaunch when their shields are back at full capacity, and also makes fighters automatically recall when you charge your FSD. For example... Your hull is getting hammerred... You boost away letting the fighters draw the aggro while you make good your escape, then as soon as your FSD finishes charging, the fighters immediately recall, going full pips to engines, boosting back to you and docking, your FSD not jumping til they are stowed. You could achieve this by having different rating hangars that have the same features, each with power/weight drawbacks, but I'd much rather have different hangar ratings effect the size of the ship it can store if possible. Like an A grade hangar could store a viper, a B grade an eagle, and a C grade a Condor or Imperial Fighter. This is why I suggest a module fitted onto the fighter itself. And if we could dock Vipers and Eagles, it'd be great if you could FFSD out and they would jump after you and follow you through supercruise. (but would have to be recalled before jumping between systems.)
Thats all the ideas I have for now. May add more if I come up with any. But at the very least, what I'd want to see incorporated with fighter bays are autonamous fighters, fighter outfitting, target priority, and rules of engagement.
Im assuming its gonna be part of the multicrew update, which I would hazard a guess at being the next update we get (I hope so on both counts). I mean, having multiple crew members goes hand in hand with multiple ships docked in yours.
Ive been giving it some thought, and here are a few features that Im hoping to god that are part of the fighter bay addition...
1) Fighters can be launched as unmanned automated fighters that have their own AI, or are controled by the motherships AI.
2) Fighters can be boarded and lauched by crewmates.
3) When utilized as unmanned drones, we can set their behaviour. The behaviour modifications as follows...
a) Rules of engagement tab, ie:
Fire at will : no
Fire at will on wanted targets : no
Fire at will on hostile targets : yes
Return fire : yes
Hold fire : no
b) The ability to set a target priority list in the same way we do modules. Listing all the options in a tab and scrolling a number next to them, for example...
Other deployed fighters : 1
Small ships : 2
Medium ships : 3
Large ships : 4
Highest agility : 1
Lowest agility : 4
Fastest : 1
Slowest : 4
c) The ability to customize said docked fighters loadouts when at stations, to tool them up for specific jobs. Shield strippers, hull smashers, fly swatters...
d) The addition of a new fighter specific module, a "Fighter AI Module" of different ratings. A basic one which allows the deployment of autonamous fighters. A standard one which adds automatic pip management, and an advanced one which adds another behaviour option to the list mentioned in "a", the option to set fighters to recall when their shields are at a certain %, then automatically relaunch when their shields are back at full capacity, and also makes fighters automatically recall when you charge your FSD. For example... Your hull is getting hammerred... You boost away letting the fighters draw the aggro while you make good your escape, then as soon as your FSD finishes charging, the fighters immediately recall, going full pips to engines, boosting back to you and docking, your FSD not jumping til they are stowed. You could achieve this by having different rating hangars that have the same features, each with power/weight drawbacks, but I'd much rather have different hangar ratings effect the size of the ship it can store if possible. Like an A grade hangar could store a viper, a B grade an eagle, and a C grade a Condor or Imperial Fighter. This is why I suggest a module fitted onto the fighter itself. And if we could dock Vipers and Eagles, it'd be great if you could FFSD out and they would jump after you and follow you through supercruise. (but would have to be recalled before jumping between systems.)
Thats all the ideas I have for now. May add more if I come up with any. But at the very least, what I'd want to see incorporated with fighter bays are autonamous fighters, fighter outfitting, target priority, and rules of engagement.