This is what I think the map looks like after my air return. Still need to do yours. I assumed you would want to hang on to the Franks. Between the carriers and the land base, you have 12 CAP spaces left (after the air I'm already showing on the land base), with 13 aircraft not yet allocated. You're going to need to give up 1 plane. Also, just a reminder, you do have Replenish Aircraft on MI Akagi. Not sure if this is the best turn to use that, but it could regrow that lost Veteran Val.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
Missed your previous post. You sure man? I think you could catch up a bit on turn 2 with the right die rolls. The loss of 1 carrier was probably to be expected, and the associated aircraft would have been lost anyway. I think you're still in this, but if you really don't want to press on, I understand. What would our next game be? Maybe something gritty at night?
From my perspective, no harm in continuing - its not like this counts for anything. Losing Zuikaku hurt, but you still have a pretty credible air attack. If you get a little luckier on a second air attack and take down one of my carriers, it will put a huge hurt on my ability to attack your carriers or defend against their planes. I also seriously doubt we'll see a repeat AA performance out of those destroyers, and even if they make it to range on Akagi and Kaga, they will be meat for their guns.
Like I said, I'm fine calling it if you really want to (and the fun factor is 0), but I think there might be an interesting game here depending on what happens in the next turn or two.