You are unbelievably wrong. I cannot fathom how you can think the way you do given how much effort I have gone to to point out all the options.
You are entitled to that opinion, though it doesn't make you correct. I've gone through equally as much effort to show how that your chosen idea is bad for the game as a whole. I don't understand why you are so doggedly determined to see bombers become more powerful.
Firstly, you suggest that this will allow the opponent to just "spam" large waves from afar. Wrong. If he does this then you can annihilate his entire wave with direct fire or an escort. You can remove his fighter screen with torps or fighters of your own (you'd only need to drop 2 or 3 to drastically reduce the effectiveness of his entire wave). All of this requires far less commitment of resources for you than for your opponent, so if you do not do it then it is your fault.
This doesn't make any impact on his desire or ability to do this. The problem lies in the potential benefit from spamming large waves over and over. Sure you can shoot at it, sacrifice an escort or snipe the fighters, but that's not anything you couldn't already do. All you have done is increase the potential payoff if you roll badly and miss the wave or don't have escorts. If you lose the wave, so what? RO and launch them all over again. He's weaker for it and you've lost nothing.
Secondly, you imply that it will not be difficult to get a slow, ponderous BB squadron into shotgun range. Firstly, you're flat out wrong here, these carriers have 5+ prow armour. They will get cooked on the way in. At the very least they'll be braced before they get there, unless your opponent is a bonehead, in which case he deserves what he gets. Target priority tests are just that, tests. They don't prevent you from firing unless you fail them. You're going to fail them with so many ships so many times? I doubt it.
Right... I see this happen EVERY game I play. At some point the fleets close and that ponderous BB is in shotgun range. These 5+ armor carriers also have 12 hits and 4 shields. 90% of the time they don't get targeted first because there are other things in position to cause more damage and are more efficient to shoot at.
Thirdly, you ask "why should we get to ignore their defences?" Well the answer to that is because they're actively being suppressed! They are not being "ignored"! Let's compare 5 turrets under the proposed rules to a 0 turret target, using 16 AC. If it didn't have any turrets at all the attacking player could send in 16 bombers and they'd all roll 1d6 attack runs. With the 5 turret target I'm forced to send in half the wave as fighters. So, assuming I do fully suppress all 5 turrets their mere existence has reduced my maximum potential by 50%! But that's not all. There's a chance that he'll hit with 4 or all 5 of those turrets, reducing their potential even further! So that is more than a 50% reduction! The "purpose" of high turrets isn't to make the ship immune to AC, but to increase defences against AC. So they get to shoot more down and it takes more effort to suppress them. Both of these combine against bombers!
Yes, but you still fail to answer WHY ordnance deserves to get a boost! It doesn't matter that it takes a few fighters to drop a ship to 0 turrets, you can't assume that you should be allowed to roll d6-0 to attack a target and therefore are losing firepower by including fighters. The fact remains that doing so greatly increases the power of fleets that can exploit this by dropping larger waves like Tau.
What YOU have failed to do is show why any target, no matter how many turrets it has, should ever be completely immune to bombers. Hell, let's have a look at how those damn turrets work. Against 1 bomber a single turret will prevents 1 attack to the ship. Against a wave of 1 million bombers a single turret will prevent ONE MILLION attacks! You ask why 1 fighter should improve the performance of so many bombers, well why the hell do turrets get so good the more bombers you send in!?
You don't get to pull this. The burden of proof lies with you to point out why bombers should get a boost against heavily defended targets. You have either refused to do this or attempted to deflect onto other issues every time this comes up. Turrets work how they do because that is how the rulebook says they do. It's not on me to prove to you why the rules allow that function. Talk to Andy Chambers if you want someone to explain that.
As for "the right AC for the right job" I agree!
I'm glad we agree on at least the overall goal here.
However you're the one trying to limit the right jobs! In the true turret suppression proposal bombers won't cut it against a high turret target in smaller waves. So an Emperor won't just be able to send in a wave of 1b/5f/2ab to get a guaranteed 5 attacks and 2 crits, regardless of the enemy's turret rolls or his own bomber attack run rolls. Only in larger waves, where the defences of the ship can be overwhelmed would bombers come into their own.
To be fair, smaller waves don't cut it in any proposal. They only work in the current suppression rules because 90% of the wave isn't bombers. We aren't talking about those smaller waves for the most part here. We are discussing the high end and how the benefits of reaching that high end make it preferable to take more carriers to access those benefits.
On your re-roll idea, well it is way too weak, extraordinarily abstract, useless for some races and scales to neither the turrets on the target nor the number of fighters that survive. In short, it sucks.
Tell that to the eldar!

You are right, it is weaker, but it only tones down bombers against high turret targets where the effects of the reroll diminish. Against less well shielded targets there is much greater benefit.
Please explain which part of the game ISN"T extraordinarily abstract? The whole concept of battery strength and turret strength is quite abstract. While some races don't benefit, why should the have to? We have all manner of variety of rules here and some races don't even HAVE turrets to give any benefit to including fighters.
Scales to the turrets as in has a means of bypassing their effectiveness? It does scale in that you get better benefit out of attacking low turret ships than you do high turret ships. It just doesn't have a way to boost the effectiveness of the bombers beyond reason.
I've mentioned this before, but it can quite easily be dependent on the number of fighters that survive, but I see doing that unnecessarily complicating the flow and making the effect so minimal as to have no justification for the mechanic's inclusion.