So, a few things. Clan Battle maps are smaller, so it's less about having AA ships stacked on top of each other and more about having them take positions with 3-4 km distance between them. This gives you a "frontline" in terms of AA which has to be dealt with to break-through and find attack angles. Gaps in "frontline" can be covered with Fighter drops that staticly plug holes.
More diverse CVs like the Midway and Hakuryu have broadside torps and bow-in bombs, so it's harder to block the multiple angles which guarantees that some of the damage will penetrate through to your team. The planning phase comes around having positions where bombs alone can wound, but not cripple ships badly enough to see them removed off the board singlehanded.
The next thing to consider is using Aerial Cover to spread CV damage around, instead of letting it hard focus a single target. Just like rotating ships out between heal cooldowns and spreading damage out that way.
Ultimately, there's more map than there is "coverage" outside of using long range AA in interesting ways that also have to be sustainable, but this isn't technically a bad thing. Modern game design looks to give players too many holes to plug with only so many fingers. It's up to the player or players to decide where to stick what they've got as the situation develops. AA defenses are just that, defenses. They're designed to be penetrated just like armor is designed to be breached, but it's how you position your assets as to how "defended" or "held" a part of the map is.
As of yet, I haven't seen a lot of Fighter placement relative to ship placement except for one team in a Clan Battle a while back. The "hold" points seemed pre-determined and well placed.
Lastly, you can consider a CV like a Jungler in League of Legends (if you're familiar with it). Junglers are fairly autonomous and tend to rely on strange angles and the element of surprise to get results. These surprise timings are heavily mapped out so the team can make plays around them. Enemy teams learn those timings and create their own counter-setups to deal with them. CV flight positioning is similar in that you can expect your CV to be a X location doing Y at 1:30 into the game. Then at Z position doing T at 2:15 into the game. While "no strategy survives contact with the enemy", there's nothing stopping teams from having preplanned CV strategies to assist moves and takes on the board.