You're neglecting the hull value for Marauders in the autoresolve calculations. A fully upgraded Marauder has an autoresolve strength of 4750, so unless you further buffed the autoresolve strength of Strike Cruisers (normal is equal to UFO HP) two Marauders would still kill them shortly after they start spawning. I'm also not sure how you would remove the escort chance without removing it from all bombing runs as that appears to be a global yes/no toggle for if escorts can spawn for the entire mission type. 100 points on the ticker also equates to about 10 days, which is probably not enough time to research and build a new type of aircraft for the one problem it is designed to solve, so you'd be left with plasma equipped Marauders to do it. Any unless bombing missions were changed to be able to run more than one per wave, you'd still only ever build a single Fury since they are crazy fast and have global range.
The alenium/alloys/cash values for UFOs is actually a property of props in the ground combat, which require editing those individual props in the map editor to change.
I like the idea of the Fury, but without major changes to air combat it's very much a solution in search of a problem.