Some clarification about how bomber firepower is calculated. Skip this if you’d rather discover it on your own.
[spoiler]Bomber weapons do not actually have their own dedicated power levels or firing patterns – that would be too much work for too little payoff. Instead, think of each bomber as containing two separate weapons (one for each pylon). Your total Weapon power is split equally between the two pylons. So, for example, a bomber with 6 Ion blaster has the same output power as two 3 Ion blasters. For odd powers, the left pylon gets one more level than the other (projectile-based weapons are capable of alternating between which pylon gets the extra power with each volley).
Total power
Pylon 1
Pylon 2
0
0
0
1
1
0
2
1
1
3
2
1
4
2
2
etc.
Since twice the power would be excessive, however, bombers also have a limit to their maximum power (13-16, depending on the model). Their “Max power” is +10 levels beyond that. “Max power” gives +1 power to each pylon (the equivalent of +2 total power level).
This means that:
You can’t directly compare power levels between standard fighters and bombers. Bombers will typically take longer (i.e., more power levels) to ramp up their output, but their output will continue increasing way past level 10.
As weapon damage ramping is typically non-linear, there may be particular power levels where a bomber is weaker/equivalent/stronger that the corresponding fighter. But bombers will eventually exceed any fighter’s output.
Some weapons behave oddly (@gabytzu e.g. the Photon Swarm never becoming orange, because neither pylon ever reaches level 10)[/spoiler]
Based on what IA said, if your calculations are implemented, not just normal spaceship weapons have better and smooth linear damage growth, but also affects bomber’s linearly.
So keep going @1galbatorix