No not double..
Also you're forgetting that bombers and fighters replenish for free, and have longer range, and only flak and abilities can attack them.
In many cases, they SHOULD be weaker. They shouldn't ALWAYS be the best bet.
Also keep in mind bombers are supposed to be anti HC, anti support cruiser, anti-building, and anti cap.
Part of this issue is due to LRMS having an overpowered damage type.
See my post where I've gone over the issue of BOTH.
https://forums.sinsofasolarempire.com/304141/page/1My suggestions to buff them are quite conservative.. Really bombers could due with having their AntiVeryHeavy damage type do more damage to 125% or 150% damage to VeryHeavy.
Fighters should be Antiscout, Antilrm, antilightfrig, and antisupport. Right now they're only Antilrm and antiscout, and they have such low HP and flaks do extra damage to them, so they die so fast.
50% more HP to bombers, and a new improved damage type for Fighters is a good start for them.
Maybe Bombers should get an increased damage against HeavyCruisers. Maybe they need double HP, not just 50%. Maybe Fighters should do 150% damage to medium armor, not 100%(as I suggested, currently they do a measily 25% of their already lowish dps). But it's important not to do anything.
Hopefully IC will buff fighters/bombers similar to how i suggested(preferably exactly the same!

They really need their own damage type!) and if that's not enough, well 1.1 will be coming next for more balance changes.
But, small steps. Be conservative. Sometimes a small change does a lot more than spreadsheet balancing says it should. Sometimes doing what the spreadsheets say horribly imbalances things!
A game is effected much less when it has 50 units and 5 of them are underpowered, than 50 units and 5 are overpowered. You have 45 units to abuse in the first scenario, instead of just 5.
Also with bombers you have to consider their damage PER PASS. While it may be 20 dps or so against something, they're doing like 150 damage in the pass, it's just each pass is 13.5 seconds. So they are usually killing things in one pass with a group of them, which drops the enemy dps quickly with the opening shot.
Again, spreadsheet balancing doesn't work unless you're REALLY thinking about.
You use spreadsheet balancing as a refernce combined with actual gameplay. But in this case the actually gameplay shows that Fighters/Bombers/Carriers are ineffective and near useless.