Kroom I'm not sure about this, i never liked that the thrusters could be placed over landing pads.
If you can't solve the UI issues with landing pads, which it sounds like you can't, I for one will never use the new version of them. The inability to order ships directly onto the pad or select them individually when on the pad are deal breakers even for designs that don't hang landing pads in engine exclusion zones.
Kroom I'm thinking in adjusting the cost of the landing pad to 10k and the 1x1 FTL to 5k to make landing pad more useful.
It's more about the cost of the ship than the cost of the parts. If you don't have the design saved it's a lot more awkward to get a carrier than to slap on an FTL drive. Carrier0 would still cost almost 100k and more than half of that would be extraneous for a first carrier. If you build a minimalist carrier and a sufficiently optimized fighter to the remaining expected post-first-system budget beforehand in sandbox mode it's doable to at least start with nothing but fighters, though I'm not sure fighters alone are viable in the long run.
ConnCraft OK, just the Kroom's missile launcher. Torpedo's seem to work OK. Not playing with any other mods right now.
You may have crew priority problems. If you have two pads served by the same factory your crew will only load one pad unless its full while the fighter on the other pad will only get the ammo in ready storage. You have to turn off loading/repair on all pads that don't have unloaded fighters on them. I don't think teleporters have this issue. They dump ammo into space if it has nowhere to go, but they don't waste ammo when there's a valid destination.
Another issue I've run into is fire. I've had fighters burn to death while on a landing pad being repaired because a cannon started a fire. Repair can sometimes keep up with small fires, but if the fire spreads before the fighter gets back to the pad it can burn faster than it's repaired, and since only repairing with credits can put out the fire, if the carrier is in combat the fighter can't be repaired, rearmed, and returned to the fight even if the damage that caused the fire wouldn't significantly impair its combat capabilities. I've had a surprising number of burning fighters reach a landing pad with nothing unrepairable but the fire itself and some cosmetic armor or RCS structure damage.