Sorry, but do to the computer being commandeered, I couldn't write any more than that..
Now for the explanation...
Carriers deserve to have far more SC than other ships. You look at the US's/UK's fleet. Only carriers have fighters and bombers. You then look at battleships. These things are armed to the teeth. Thou shalt not screw with a battleship. It will blow you up and then proceed to blow up the pieces of debris it caused in the first volley. Now, in the future, this will be mitigated somewhat as ships won't have to float and SC would be VToL, but it doesn't remove the concept. It is generally more efficient to have multiple specialized things than it is to have one mediocre thing that does everything. Also, take a look at the Sova. It has how many individual hangars? It looks to be able to field far more SC than it actually does.
Realism aside, Carriers deserve a significant SC presence. That is what makes carrier rushes so devastating. Early game, there are few counters to them. However, carrier rushes will be a strategy that fade from the forefront as counters are being devised to stop them. Once they can be effectively countered, carriers will likely no longer be a sure first choice and many players will go back to colonizer as a first choice.
That said, I want carriers to be powerful in their SC presence. There is no reason that other ships should rival them. None. Capitals shouldn't be able to counter enemy SC numbers with capitals. You use light carriers for that. You use Carrier caps for their abilities and their SC early game.
Essentially, I see you as trying to solve a temporary problem due to bioware (our brains) by changing the software, which is a far more permanent solution. Give it time. We will adapt and carrier spam will become a thing of the past unless you do so to catch someone off guard.
The Kol needs a buff. We all agree there, but a blanket SC buff is not going to do anyone any good. You would be buffing everything else just as much (aside from carriers of course which would receive a relative nerf). There are a few ideas which have ben put forward that have good support behind them.
1. Decrease AM Cost of GRG/FB significantly.
This would give the Kol more AM to work with and thus more uses of its abilities before running out. The downside here is that it would destroy the GRG+FF synergy. Some argue however that since it is a rare late game strategy that it is not needed. I would also like to say though that TEC culture increases AM regen. The max is very high and should give you plenty of AM.
2. Change AF to passive to give more AM to GRG and FB.
Here, you remove all AM drained via AF to donate it to GRG and FB. It seems a noble cause, but I see it as potentially making the Kol ridiculously powerful. Even with a nerf, you still took a rock and made it harder. Also, one of the key points of AF is that it neutralizes phase missiles. The nerf needed to keep it mortal would get rid of that key bonus. This is an option that could potentially work though. Testing would be the key.
3. Increase the power of GRG.
Very generic way to fix a problem. It would likely be increased to a max of 1400-1600. This seems like quite a bit, but due to other super-weapons' abilities (such as synergies or healing), it isn't that much for something that still has to go through mitigation. Even if you kicked it all the way up to 1200/1600/2000, it still wouldn't do that much as it would still have to go through mitigation. GRG would never kill anything even though common sense dictates that getting hit with anything at relativistic speeds is going to hurt a lot. Nano for instance deals far more damage and instagibs frigates. For this reason, this solution is not perfect, but it could be worth a shot if none of the others pan out.
4. Give GRG some special that makes it worth the while such as mitigation depression.
This was attempted with the last patch with a speed redux. However that was not enough. I say a shield redux of 8/16/24% would be great, or perhaps 6/12/18% if the first proves too much. IMO this should replace the speed redux. The TEC have Ion Bolt which is a million times better at stopping enemy ships. In all reality, no one gets GRG because of its slow ability. Honestly, no one really gets GRG at all.. The Kol just isn't worth it. If you gave it a unique effect such as killing enemy shields, then getting this ability (or the Kol for that matter) could be justified. I'm not saying it needs this exact buff, but I think this one would work.
The Kol deserves to be the best warship the TEC have, and currently it is not.