None of the builds include fighter bays, because they are not accepted as a useful addition to the normal user. Here are the reason why fighters are not included:
Multicrew is not a very widely used feature, and is still one of the buggier areas of the game
Crew NPC take a share of all credit earnings (also in inactive state) and a very big one of combat rank gain (while being active)
Using NPC crew in multiplayer instances is known to cause network lag (Anyone but the fighters owner is likely to see rubberbanding, growing worse over time. This effect is amplified for anyone targeting the fighters owner)
That being said, if you do still want a fighter, here some notes:
The Taipan is the tankiest out of all, with no real disadvantage in return
The Gu-97 is the most maneuverable out of all, but it’s also very squishy
Fixed beam laser is hands down the best weapon option on any fighter, regardless of which kind of battles you are fighting
In the Live galaxy, using a KWS is a practical way to gain a little more money from hunting pirates, and if doing Powerplay 2.0 in the right system, merits. However, it can take a lot of power, and is not always worth giving up a shield booster, or other utility, in a pure combat situation.
Tip: Engineer the KWS with Fast Scan and bind it to the same fire group as your lasers. If you then want to use it without firing your guns, switch your HUD to Analysis mode.
In the Legacy/Console galaxy, due to the fact that you will likely need to travel to turn some of the bounties in, the KWS not worth the time it takes to actually use.
Survivability: The corvette is the clear winner here, boasting a higher shield modifier and bigger internals for shield cell banks. This matters in PvP and AX, but you'll have a hard time making use of the healthpool of a well built engineered conda in PvE, let alone a corvette.
Maneuverability: Speed, accelerations and latverts are very comparable across the board. Turn rates too, with the vette getting a slight edge in pitch, a bigger advantage in roll (which also is the least important turn rate stat), but losing in yaw.
Offensive capability: The distributor is the same, so the hardpoints is what we'll be looking at: The conda has a tighter convergence of all hardpoints, making it much more viable to run fully fixed loadouts (with all the benefits that come of that). Further just looking at number, the difference is that the vette trades two large for just one huge, which isn't a favorable trade.
Utility: While the conda gains higher jumpranges, I would actually discard this as not important. With a guardian FSD booster the vette easily breaks 25ly, which is all things considered definitely sufficient. Having bigger internals favors the corvette, in the fact that you can run some more luxuries without sacrificing survivability, such as a C6 fighter hangar for multicrew.