I'm not the most experienced CV user out there, but I made a UK CV crew similar to what you outlined. I sold it since, however.
Firstly, a CV6 is 12 sailors.
9 supports, 8 of which are pilots
1 additional support. Some people go for sonarmen (easy choice if you have a high level one from an SS crew) in order to detect and attack SS, although this can also be achieved with a sonar escort. A Seaman is a popular choice, they improve the performance of your other sailors by a small amount which is especially useful to boost fighters that little bit more (particularly for UK, who have the weakest fighter pilots). The only other options are an Engineer, Repairer or Restorer. The Engi obviously provides improved maneuverability, but this is not commonly of use to CVs, Repairers are of relatively less use although if any nation would benefit at all it's likely to be UK, or a Restorer which can help improve survivability at lower levels, but even then your ability to survive damage will be limited and at high levels it becomes nothing more than a poor restorer. If you wanted, you could go a bit old school and level a Medic, but since fighter losses no longer trigger the death of vets a Medic is no longer as sought after as it was once upon a time.
2 T slots. The only thing you can put on these that will work are gunners, repairers or seaman.
1 BO.
Deciding your pilots is especially important. Now, I went for 4 TBs, 4 Ftrs like you did, however I sold that crew because I found that 4 of a certain pilot was too little to work effectively at higher levels. Long story short, I believe you should have a focus of 6 of one type of pilot on most CVs at least.
You could level 6 ftrs, 2 tbs, or the reverse. Or you can take the more extreme step of leveling 6 or even 8 of both so you have total adaptability. Personally, I'm happy with 6/2.
You should really consider the combinations of pilots and launch ability to see what feels best to you though;
CV1: 5 pilots, 6 aircraft launch
CV2: 6 pilots, 7 launch
CV3: 7 pilots, 8 launch
CV4: 7 pilots, 9 launch
CV5: 8 pilots, 10 launch
PCV: 8 pilots, 11 launch
CV6: 8 pilots, 14 launch
Now, I always like playing CV3, it's so simple. Ready the first 2 pilots with 4 aircraft each, when they launch ready the next 2 with 4 each and when they launch ready the last 2 pilots with 4 each. By then your first 2 pilots are out of fuel and either returned or in the sea, so you just repeat. If I have 4 fighters and 2 bombers it's simple to just launch in pairs of 4. But with only 4 of each fighter, things get complicated at higher levels. At CV6 you're not going to want to be doing 2 sets of launches at 3/4/3/4 (you wont have enough stuff in the air), or trying to squeeze in 4 launches of 7/7 pairs (just takes far too long). So you need to think carefully about how many of each pilot you want to level so that you can distribute them properly based on your CVs pilots and launch ability.
Stats is pretty simple. Scouts use the Aircraft stat for everything, Fighters use the Fighter stat for everything an Bombers use the Bomber stat for everything. By everything, I mean they define how well an aircraft attacks other aircraft, how well they defend themselves against other aircraft and how difficult they are to shoot down with AAW (which is the little automatic machinegun you see ships fire at aircraft, to low ability pilots they can be quite deadly on some ships).
Another topic to consider for pilot stats is classing. Now, this topic is a rather lengthy one and I won't go in to detail here. But in short, higher pilot promotions technically make pilots worse. It has to do with the fact that although they gain an increase in ability growth, the number of rookies they gain each level (and thus, the number of potential experts and vets they can have) actually gets lower. This means a pilot left at the most basic pilot class can reach a higher total ability than it's promotions can, but at the cost of relying on more vets and experts. Some players delay their pilots as the basic promotion and try to get as many vets as possible (although this can be expensive), just as many players choose the compromise of classing to the Ace promotion, for a balanced benefit of improved Vet influence and improved ability growth. It is generally accepted that the final promotion, Squad Leader, should be avoided entirely.
UK does rank very highly with TBs. Generally, nations scale in such a way that nations with higher damage bombers have lower quality bomber aircraft, and vice versa (So that nations with bad damage have at least got good aircraft to compensate slightly). UK TBs do the highest damage of all nations and they also have excellent TB pilots (TB ability is especially important since AAW immunity is vital to effectively torp enemy ships).
UK fighters however are something of a flaw though, UK fighter pilots have some of the lowest ability of any nation. Historically, UK fighter aircraft were worse enough than other nations to be impractical, however recent changes to aircraft have lessened the gap somewhat and UK is definitely effective now. Numbers under the components list are up to date, and if you compare numbers you'll see that although UK is mostly below average in most areas except durability, but when you reach higher levels the actual difference is very little. For example, they have the worst offense yes, but they have 190 vs the current best of 195. Long story short, they are competitive. You won't see any UK FW CVs, not when UK is more of a bomber nation, not one of the fighter focused ones like USN, but they definitely have fighters that can hold their own now.