You missed the other two parts,
lilheartless, if warheads were targetable, had the 10 second self-destruct timer, and had to be activated (meaning you'd have to link them to some logic to start the countdown or activate them manually), then a lot of the problems you described would go away for the following reasons;
- Being able to target them makes it so PD can take them out, even if you armor the torps they could still be taken out with one hit to the exposed warhead from a 1 damage cannon/cannon turret. Adding shields to prevent this would prevent the insta-kill on the warhead, but would make the torpedo much larger, needing more push modules, energy, shield generator, and shield capacitors. Too big to fire from a small torpedo bomber, much less one that can cloak.
- The countdown timer guarantees you'd have to fire from at least 750m, assuming the server max speed hasn't changed and the push modules are strong enough to push it to max speed before the warhead self detonates. This puts the bomber well within the firing range of the longer range weapons available, so a beam/beam or missile/beam turret could peg your bomber before you even get a torp launched.
- Having to arm the warheads before they can explode would prevent people from deploying stupid numbers of them in open space and firing them all at once. It would at least slow the process down enough that you might get a few shots off before station defenses kick in and start shooting back, instead of a massive 20 torp volley all at once.
I keep coming up with ways that these could be countered, but I keep getting the same tired rebuttals I heard back at the beginning of this thread. I feel like I'm trying to convince my 2 year old son to eat his veggies, there's a lot of screaming and not much gets done. I'm not saying anyone who disagrees with this is wrong, but maybe we should be trying to fix the problem instead of wasting energy fighting about it.