Sorry, but this is like asking "It is pretty cold outside. Do you want red boots or blue boots?"
The ONLY correct answer is to NOT decide it based on speculation what might happen and/or a visual concept of the Carrier. This needs to be tested in a QUICK AND DIRTY prototype fashion. We need a Test Carrier ingame that on the outside is nothing but a box, and on the inside nothing but the rough hangar layout - with the minimum possible work put in by the artists.
Then we need to run test landings and starts with both small craft pilots and carrier pilots participating in benevolent/cooperative manouvers and in omgomgomgimgettingattackedby3destroyersturnturnturnpanic! carrier + omgomgomgihave5fightersonmelandlandlandpanic! small craft manouvers.
I also strongly advocate prototyping alternative rough hangar layouts, and especially hangar entry and exit positions. I remember trying to land in the ICP's Battleship's hangar, and it was very unfun. For once, the distant silhouette of it was not so distinct from all directions that you knew what side the hangar actually was at. And the entance was on the side, aka the axis with fastest turn speed. AND somewhat near the rear i think, so with the most rotation induced motion.
So this is not a single factor balancing/design problem, where you turn inertial dampeners up or down to solve it. There are at least the following phases to consider:
- Small craft approach: In addition to the usual speed matching challenge, the pilot needs to be able to tell the orientation of the carrier so he can align with the/one hangar entrance.
- Aligning with entrance: An obstacle free aproach and possible alignment orientation helpers could be good. Weapon placement on the carrier will be a factor too.
- Aproaching entrance and compensating for carrier movment: Here, the inertia dampeners and how far/strong the effect goes will be most vital, but also hangar entrance position against all rotation axes and rotation speeds of the carrier.
- Passing the most narrow part of the hangar: This should be the entrance. Again, obstacle placement and also possible traffic flow are to consider. ( Seperate hangar entry and exit lanes might make sense? On different axes of the carrier most likely? ) Some sort of runway extending between hangar interior and exterior hangar landing approach area might be helpful in narrow margin landings, allowing you to "scrape" into the inside.
- Internal hangar navigation. The small ship could potentially enter at any orientation, and in pretty bad shape. Again, orientation points and obstacle positions will play a role.
Once a working hangar layout is established, it will be much easyer to say if it fits a longer or shorter design.
The bigger the gameplay impact of a single entity is, the more important it is that form follows function. The carrier will be the center piece of small ship combat. This can not be handwaved, it needs to be prototyped in a way that requires the least developer resources while producing relyable results. Having to relayout the Carrier later during development would be really bad.
So i vote not to vote but to test!