Heh. Actually that only took me ten minutes, max, but I was feeling whiny.
I absolutely hear you on the sheer screaming inefficiency of a galactic-scale civilization with effectively autonomous and heavily armed political entities on the single star-system scale. You’re not going to get huge squadrons of anything.
The as-yet-unanswered question is whether the battlerider model makes sense for that individual Forged Lord’s “one or two capital ships.” Unanswered, and unanswerable by anyone but Chris, since we don’t have any hard numbers or Tech Burning rules on this. We can mock up equations, but we can’t put any hard numbers in, so basically the answer is “whatever Chris Moeller thinks is more fun to write stories about.”
Holding all else equal – i.e. modeling different options for one Forged Lord’s fleet rather than trying to compare different industrial bases – the more tonnage a ship can devote to a particular system, the more powerful that system is going to be. In particular, the greater the percentage of a ship’s mass is devoted to its drive (sublight drive, specifically), the more maneuverable it’s going to be. Since there’s no air resistance in space, a huge ship with 50% of its mass devoted to drives is going to be faster than a tiny ship with 10% of its mass devoted to drives.
Therefore, if maneuverability is at a premium, you want your combat ships to have the absolute minimum percentage of their mass devoted to non-combat systems, such as crew accomodations, medical facilities, fuel storage, and interstellar drives. The way to do this is to separate as many of those systems as possible from the actual fighting platform.
Now, there are a myriad ways to do this. One extreme is the aircraft carrier model: One huge mothership on which dozens or hundreds of tiny fighters are totally dependent. The other extreme is to model it on a WWII fighter with drop tanks, or a Star Wars prequel Jedi fighter with a detachable hyperdrive ring: The fighting platform is basically self-sufficient, but it can boost its long-range travel capability with a system that it can then detach when it needs to maneuver in combat. The Traveller “battlerider” model, with one or two combat ships on a mothership of nearly equal mass, is somewhere in the middle of this spectrum. So is (God help us) the Enteprise from Star Trek: The Next Generation, with its theoretically detachable saucer section that allows the non-combat parts of the ship to run away while the rest fights.
But in warfare, the most efficient option isn’t always the most effective. Carrying your interstellar drive, crew accomodations, supplies, and other long-range support systems into combat with you means you’re having to accelerate (and protect) a lot of extra mass, but it also means you don’t have to spend time launching before you engage or rendezvousing & reconnecting when you want to run for your life.
Since we don’t have any hard numbers for what percentage of its mass a self-sufficient Hammer warship would have to spend on non-combat systems, it’s impossible to calculate whether the efficiencies of a mothership-rider design would yield enough efficiencies to compensate for its inherent awkwardness. Given that Chris has said that Hammer crews are fairly small – implying that long-term crew accomodations take up relatively little mass – and that the interstellar HEx drive is simply a different version of the basic intrasystem HEx drive – implying that you don’t need two different sets of machinery – the efficiencies probably aren’t that dramatic.