We have the capacity for 3 crew members, but can we only use 2 fighters in the 7D Fighter Hangar?
That's a balance concession (fighters do hit extremely hard) that can be handwaved away by stating the module is only capable of controlling two fighters at a time.
Personally, I'd prefer it if there was no printing/respawning of SLFs at all and no special SLF equipment. The main problem I see with fighters is that they have arbitrarily overpowered weaponry and the modules overtly violate basic physical principles like conservation of mass. If they followed the same rules as other ships and generally made sense, I'd be all for removing any arbitrary restrictions associated with them...but the largest hangars would probably only hold two fighters in this case.
How would adding landing gear to our remotely piloted drones known as SLFs help?
The models already have landing gear and turning them into real ships that could be physically piloted (they used to have life support modules too), removing arbitrary SLF restrictions in the process, would be a trivial thing to do. It would even have significant associated gameplay since Odyssey.
However, it's apparently not what FDev wanted, nor a change they'd be inclined to make.
In cqc Sidewinder is a fighter, why not be included as a new type of fighter?
The CQC Sidewinder is still a Sidewinder, not an SLF. As it is, I don't think the Sidewinder would physically fit in the SLF hangar.
Frontier was originally going allow the Anaconda to carry Sidewinder sized ships (and before 2.2 the model looked like it would accommodate a larger front-facing door), but they decided they didn't want fully featured ships within ships...which is why we have the limited utility SLFs we have.
The idea of the topic is not to conclude why Frontier, or why, didn't do or didn't do something. The idea is to show improvements based on our experiences and ideas from the game.
As I explained above, we all know that there are N reasons why things are done the way they are done, that there are technological limitation factors, implementation, engine, cost...
But the idea here is not to think about it, who will know how to evaluate the implementability of the suggestions is the frontier, it's up to us to bring the ideas. It won't be me or you who will say that something is possible or not to be implemented other than the frontier itself. When I said "problem" you need to understand the context. I referred to the problem regarding the issue of hangars 6 and 7 being practically the same, the fact that an entire crew cannot use the fighter because it only has 2 bays.
There is no problem with the fighter or what has been done so far, I even love using friend fighters. But the issue here are ideas for improvements.
Few of these ideas are new to Frontier...most of them are things Frontier clearly already considered or were borrowed from other Frontier implementations. Knowing why they didn't go that route seems pretty relevant.
I ranked an NPC pilot to Elite and he still sucked. They need an overhaul. Unless you PvP or use them to distract the bugs, they feel like just a novelty item that you get past pretty quick. However the SLF felt too much like a Viper or full size ship to me. It should be much faster and more nimble. I'd like to see the top speed close to 700m/s and sweet spot turn speed much faster without needing FA Off.
High-rank NPCs are pretty good relative to lower rank ones, but they are so good that they'll last long while piloting the SLF. Against other NPCs, they're better off piloting the mothership while you pilot the SLF.
As for the speed, they were originally much slower than what made it to 2.2's release and I think they are a bit too divergent from their pre-2.2 roots already. Wouldn't mind more customization though.