Ok... So Alpha Strike Commander's Edition came out and the rules for aerospace units were changed. Which gave me some Ideas..
Airships are Aerospace units. They move just as fast as fighters on the aerospace map, yet don't waste points on excess thrust. They have different weapon slot limits then fighters offering the potential for even more damage. They also have considerable amounts of cargo capacity available. And they can mount sub capital weapons...
Idea 1: Booby Trap Airship. Did some back of the napkin calculations, Can have a 1 to 5 damage 2 inch diameter AOE hit exactly where you want it, after all the ground units have chosen their place to die. Cost is between 1 to 20ish PV. The low end, is extra PV efficient, but the high end tends to compete against VTOL suicide bombers that do 18 damage for 25 points. But the airships can deliver they're payload across a map on the first turn. Trade offs.
Idea 2: Strafebot.exe Can theoretically fit more weapons into the forward firing arc then a fighter can. This is not necessarily the most PV efficient of Ideas, but details.
Idea 3: Capital weapons. Oddly I already have one of these. Need to go find it.
Idea 4: Troop transport. Dropping overwhelming forces on top of the enemy on turn 1ish. Thats an aweful nice artillery section you have back there. Would be a shame if someone dropped a Steiner scout lance on it.
And now to use the thread as a work space. Comments welcomed of course.