depends on your amount of fighter pilots i'd say.
first off, if a bb ends sinking because he's blind for a couple seconds he wont win if he has light either. they can fall back if they run out of light for a couple seconds, getting rushed is their own fault.
if you run more than 2 FP you can run and load your fighters in smaller groups, this means you can also split them up in the air.
i usually run 2 groups of 3 fighterpilots, which gets you a short loading time, and plenty squadrons to split up when you need to hunt a scout or db or a stray bb.
(this of course while group 4,5,6 are loading for rotation, or 7 & 8 which hold db)
so you'd be pushing group 1 & 2 towards the enemy bb line, and group nr 3 would be heading for the scouts that are over friendly's. small squads do require a bit more micro-ing because they tend to do more Circle's than bigger squadrons.
do mind that T3's are a bit slower than locals, so you also have more trouble chasing down the T5 scouts, of course it can be done, but if he's being micro-ed its a pain in the as.
usually i try to hit the T5's head on when they come in, few players micro their scout in the middle of movement, the only things you need to get right is the alittude the scout is flying at (because he's faster you wont get a chance to turn & chase him), and the point where to intercept him.
so basicly having more fighter pilots is key to multitasking & optimal light.