I haven't played a whole lot of RN CVs compared to the US or IJN lines, but I'll offer what I can.
Like above commenters have said, RN line is about farming damage over time (DoT). RN CVs have the lowest alpha strike capability out of all the CV lines. That being said, there are specific instances where RN CVs can deal a large alpha strike, but due to interactions this is highly dependent on attacking the right ship with the right armament type. For example, Audacious HE bombers pen 41 mm of deck armor, which means it has virtually no alpha (no pen) on Yamato, but deals up to 20k on Thunderer. But for the most part you're reliant on fires to "catch up" to the alpha damage outputted by other carriers.
Personally I've grown to like the HE bombers despite hating their long drop time when I started the line. That being said they are different from US dive bombers. Where US DBs like to drop and spin around to drop again, RN DBs prefer straight lines. That's not to say you can't spin around and drop again, but the large turning circle means you spend a lot of time in AA. To optimize your spin around time, you can cut the bomb drop animation short to start the 8 second prep time, but you're exposed to AA for this duration. Furthermore your large turn circle places you off the enemy ship's longitudinal axis. Simply put - you lose planes for a weaker second strike.
I prefer to make Indomitable-type strikes by predropping way in advance and only taking the bombers I need to make a single strike, nothing more. In Audacious this sometimes means going in with only three planes. Sometimes I only predrop once as I know three planes will be damaged or shot down on approach. Your greatest ally are islands - use (abuse) them to your advantage, if the enemy ship doesn't have direct line of sight to your planes, you can fly through his AA range without being fired on, and just as you crest the island, drop your payload.
As stated before, DoT is a method to catch up to the raw damage outputted by other CVs (German, for example), which means Demo Expert is a must. +5% bomb fire chance is a huge buff. You already drop a large number of bombs, why not improve your odds of each bomb lighting a fire. This is like taking DE on a gunboat destroyer or light cruiser, you already roll the dice often, why not buff the results of each die roll.
To summarize - pick a target. Judge enemy AA - is it strong? does he have nearby ships for overlapping AA? Fighters? Then decide to commit and take what planes you need to ensure the strike goes through, nothing more. Bomb once, return to carrier, and repeat until you get enough permafires to be happy.
My second weapon of choice, the RN torpedo bombers are rugged and reliable damage sources. They don't have to contend with deck penetration, so they are more useful on targets you need to kill but your bombs cannot deal direct damage to. IMO as a damage farmer, they are primarily used to overwhelm a target's Damage Control Party so you can get permaflood or a follow up strike with bombers to get permafires.
RN TBs are unique in that, similar to German AP rocket planes, you can initiate an attack at a 90 degree angle and turn in while narrowing the drop pattern. The turn circle is tight, which comes in handy at upper tiers where you can keep turning after dropping your first set to get an ideal line of attack to drop again. I encourage making two drops where possible, in most cases the second drop is more likely to land all three torps than the first.
The third weapon of choice, rockets are effective against all targets but do not excel at attacking any single type. They are primarily used against DDs simply because the other weapon types are not as effective or reliable. They can also deal effective if unimpressive damage against cruisers or the battleship superstructures. They're also handy for lighting the occasional fire.
The fourth and weakest armament type, the carrier itself can be used to ram enemy battleships in a pinch. This is mostly applicable to Audacious with legendary upgrade which allows it to handle like a heavy cruiser. Ramming is a last resort.
RN CVs are about DoT, which means you need to be able to light fires and floods when a target's DCP is down. This means being able to make strikes as quickly as possible. RN planes are slow, so you need to make up the difference by positioning the carrier closer to enemy ships. Use islands for your protection - some maps offer excellent islands for your carrier to park behind. Ideally you want your carrier to be about 12 km from your target. Choose large, tall islands - some enterprising players may try to lob shells over the island and since RN CVs have mediocre deck armor, some of that damage will be pens and not bounces. I wish they had Midway deck armor but meh.
As Ahskance says, "more faster healthier stealthier". Air Supremacy, plane speed, Survivability Expert, Demo Expert should be your first 9 points, followed by Concealment Expert (so your carrier can get to an island) and aircraft armor. Follow it up with Last Stand (helps with predrops) and engine boost duration skill. I dislike Torpedo Acceleration as it increases the torpedo arming distance, but that's a personal choice.
Furious is enjoyable and a great CV to learn the nuances of RN CVs. Implacable is the weakest carrier in the line due to the types of enemies she faces. If you've mastered the RN CV line, Audacious is enjoyable and performs well against the Thunderer meta. Legendary upgrade is recommended.