Aerospace fighter squadrons:
Don't expect to load rockets, bombs, specialist missiles, etc. in these-whether you load the external ordinance by fighter or not, when you put them into a squadron, you lose the extra gear.
To work around that, it is advised that (if your faction has access to weapons like the AntiShip missile, Alamo, Light AA missile or AAM missile), you keep your 'heavy attack squadron' separate entries-that is, one fighter alone at a time.
Doing this, when you USE your external ordinance, it'll all go at once if 'Capital Scale fighters' is a selected option.
Also: Squadrons can't make use of vectored (realistic) movement in 35.24, but individual fighters can. In fact, if Vectored movement is toggled in the options, squadrons can't move at all, if you want to make use of whole squadrons as single movement/fire entities (cap scale squadrons) then you're stuck with 'basic' movement similar to the rules for moving in atmosphere, but without much in the way of maneuvering.
Any other quirks worth noting?