Its not totally useless. If you are attacked or make an attack in a sea zone next to your own naval base (NB), then you can soak up the hit and land your planes on the ground. Then on your turn the a/c is auto fixed (next to NB). Not ideal but it won’t cost you a unit, unless another enemy can attack you before your turn. It won’t even cost you movement for your ftrs if you also have an airbase(AB) there. You can then continue out to sea or plot your next move. It is going to change some of the mechanics of the game on weather you take a/c into battle or not. In many cases the a/c would be left behind at a safe distance anyway so it won’t have much of an effect. How often do you take the carrier in when you attack Pearl Harbor, you don’t because you don’t want to leave much for a counter attack. Now that a/c has no attack value leaving it behind will become even more predominant.
I didn’t like the whole 2 hit carrier thing when I first heard about restrictions to planes. I’m still not to sure about it. I personally think when hit, you should only loose 1/2 your capacity for air units, but that would have probably raised the price even more.
Where 2 hit carriers will help more is when you have larger battles with multiple carriers and you plan on loosing a few planes. Then you might take in a carrier just to keep higher rolls in play in later rounds of the battle. Use it more for an expensive shield.
I can’t wait to test it out. The Pacific is huge and the new bases will make naval war much more interesting. There will be much more planning involved for all the seas. When attacking, battles will reflect what really happened, as carriers wouldn’t be going into the fight normally, only there air units would. The 2 hits (although restricting) will show the difficultly involved in attacking/sinking those floating fortresses.