I've been playing about a year if I have my dates right, and been playing with a Atrox most of that. If I were go give my list of complaints in separate thread there would be many; So:
1) Crew: What crew? A carrier doesn't have a able crew after the first two minuets. Even with a emergency force field generator and bio-monitor after the first death or the first minuet or two you'll never see them again for the entire length of the engagement. A percent of 3,000 get's chip away at too fast to get back on their feat while a crew of 200 will be around with at least 100 as long as the ship is.
One balance point flat on it's face.
Suggested fix: A single carrier only EFF/BO console or passive ability that can keep up with crews over 1000.
2) Flying the brick: It flies? The Vo'Quv (being a free teir 4 'parody'

) of the 20-25$ Atrox, and the Atrox can not actually engage a target at better then half speed. Nor do their turn rates at any point exceed 8/degree per second without evasive maneuvers or a sub-space jumper.
Thematically, that's fine. Practically?
Despite being able to theoretically 'use' dual or heavy dual cannons it can't. Any target paying attention can escape the firing arc with ease. Even another carrier!
Two balance points flat on it's face.
I'd touch on how a escort is actually able to use and gather a huge +defense bonus from it's speed, but that brings up another point. No carrier can ever control the battle field. A escort always decides when to start and end a fight. Making them practically unbeatable. The best a carrier pilot can hope for is a draw or not to die. That, or to get lucky a escort make a mistake so they can't just run away.
Three balance points flat on it's face.
Whats more for only have
20-30% more health then a escort, it can not shake one using the same on it. Meaning it has a escort terminally affixed to it's rear shield facing, using six+ cannons(including the turrets there) to a carrier's three rear weapons.
Four balance points flat on it's face.
What about fighters? Even if a gravity well, tycon's rift, shock wave, torpedo volley, or scatter volley from
any player on the field hasn't destroyed them? Because of Two and Three, it's easier to just ignore fighters, kill the host carrier, and be done with the whole lot.
If you can keep four to twelve effectively fighting.
Five balance points flat on it's face.
Suggested fix: Give carriers 200-400K hull to scale how long it takes a escort to kill it to how long it will take a carrier to kill a escort.
3) What about all those shiny science and engineering abilities: Right ... pull the other leg. Even if other threads hadn't covered how badly they're laughably outstripped by simply blowing something up faster with tactical abilities?
That argument is basically I should poor everything I've got into tanking to save my own hide long enough to make a dent. Not that I should actually use those bridge officer slots for what they're meant to be used for. For say healing the team, or disabling a target.
Six balance points flat on it's face.
Suggested fix: Carrier (or cruiser) only heavy beam arrays or carrier only super heavy beam arrays.
4) Comparison to the Kar'Fi: Not only does the Kar'Fi(which I also own) cost 500Zen less, it has the turn rate to use cannon, a console, and _two_ hanger types specific to it.
Because it does far more damage, better maneuverability (further it's ability to do damage, and escape), it also has it's own dedicated console that's ... in short awesome for a carrier. If it does get boxed it by faster more heavily armed ships, it has a unbeatable battle cloak that it can
not only fire from, but can't be targeted.
What's more, it's the only carrier one of two I can think of that doesn't have a fleet refit. Both the armitage (another escort hybrid), and the
free Vo'Quv (The ship the Atrox was meant to parody) has a fleet refit.
Do I really need do enumerate that one?
Suggested fix: Give the Atrox it's own console that at the very least gives it the same stealth bonus as the stalkers. Give the Atrox it's own frigates. At the least a third hanger slot.