there are 4 two-hangar crariers - the atrox, jem'hadar dread, vo'quv and kar'fi
the jem'hadar dread has assault cruiser hull (60k with skills), decent shield mod (1.15), high inertia so it actually turns as fast as the fleet excelsior. it's more offensively based than defensively based. you can use dhc's and turrets, but if you find yourself in a situation where you need to flee the scene of a tac cube wanting to eat your face your dps drops into the toilet very, very fast. if you cant maintain 100% uptime of facing your target on a ship that turns this slow you will probably find all beams a better option especially fed side, wher you can combine beams with a 180 degree quantum torp and have all weapons on your ship hitting the target 100% of the time while moving very, very easily. if you've seen the 9k dps assault cruiser youtube video - you can do the same thing on this ship and then add fighters on top. for both sides that doesn't start to make a substantial difference until you get elite scorpions though as it can't use b'rotlh
the vo'quv is mostly science/engineering slanted. it has a horrid turn rate, but it's unique pets are the deadliest in the game, deadlier than even the elite scorpions for most stf's. they will parse 4k dps on their own. the default vo'quv and fleet vo'quv can build fantastic shield tanks especially when combined with plasmonic leech. the mirror vo'quv not so much as you give up a lt sci for lt engineer as well as swapping a console slot to engineering. i happen to find having grav well 3, tykens rift 2, energy siphon 2, hazard emitters 1, science team 1 and tss2 on a ship that maintains 125 power and 80+ power to every other setting quite...insane. it's got decent hull, but not on the level of the jem'dread
the kar'fi 'm not impressed with. their unique pets pale to the vo'quv's. it is more tactically based, but the sheer dps difference in the pets actually puts the dmg output potential of the kar'fi lower than the vo'quv unless you are using dhc and can guarantee 100% uptime of your frontal cone on your targets without deviation. it's cloak is unique in that it allows you to keep firing all but torps and hangar pets, however it's a 3m cooldown. the fer'jei frigates didnt get a pass to their ai it seems, and their tricobalt damage is about as high as to'duj fighter quantums ie. quite low. they almost never use aceton beam and like to headbutt their targets a lot. the highest i've been able to get kar'fi to parse was 1.7k in an ise. better than 12 to'duj or 12 peregrines, but well below b'rotlh bops
the atrox i have not used. it has a more science leaning than the vo'quv, leaving you with only two tactical boff abilities. this can be somewhat limiting. it does have a higher shield mod by quite a bit (1.2 vs. 1.0 of the vo'quv) and turns almost imperceptibly faster than the vo'quv. it too can us dhc, but beams or turrets are your better choice. generally due to the poor manueverability i find beams preferable due to the 360 degrees of carnage you can put out with beam fire at will. from parsing other players i have noted that advanced peregrines outdps the advanced stalkers. but since we're on the klingon board i assume this ship isn't even in the running
there are single hangar escorts, but of them the jem heavy escort carrier is the best option kdf side. it's going down in price as more and more want the dreadnought instead. however klingon side you are better off with the vo'quv until you unlock elite scorpions at romulan tier 5. with elite scorpions you can pretty much run whatever carrier you want and not give up too much to the vo'quv assuming you can properly mange them and not end up with partial wings you can't refresh.