Advanced Sensors are one of the best cards in the game, perhaps too good. It's right up there with PTL in my book, only much more limited in the number of ships than can take it. They essentially make B-Wings "idiotproof" (no insult intended) because you can correct for a multitude of mistakes. Bad dial choice? Advanced sensors to correct. Going to collide with a rock or ship? Fix with advanced sensors or at least get your action first. Red maneuver? Advanced sensors.
It's REALLY powerful.
I haven't come up with a great analogy yet for Advanced Sensors, but you touch on something here that is worth pointing out and which I think has a lot to do with why they're so good - as you said, some people might argue too good.
That point is that when you're first starting out, they really do kind of idiotproof your flying to a degree. They're almost like training wheels in that they let you recover from a bad move a lot of the time, get your action when you're about to hit something or someone by mistake, etc.
The "problem" is, they only get more useful as you get better, because you start seeing other ways to use them. Yes it's nice being able to roll away when you park in front of an asteroid - once you're a better flyer, you tend not to do that, but they still work great for flying around that mine that was just parked in your path, or rolling away from it before executing your move.
Sometimes you'll deliberately collide your ships to jam up the path, and you can pre-action before doing it. I had one game where I was stuck with initiative when I didn't want it - I pre-actioned my Blues before running them in as blockers - when you're nose to nose like that in a big crowd, and your ships had actions and all focused, and none of his ships have anything on them to mitigate their rolls... It can be a huge swing in a game.
But the point I'm trying to make is that while they act as training wheels for new players trying to figure out the B-wing dial, or learning to control ships in general early on, they don't lose any utility as you become more experienced. You just start using them in new and more interesting ways - changing your angle before moving, taking an action before executing a k-turn - VERY powerful if you get into a duel and you have an action and he does not. The game I had where the other guy brought all ps2 Bombers with mines, he was noooooooot happy to run up against an AdvS B-wing squad. The bombs wound up hurting him more than they hurt me.
You can also use AdvS to execute some crazy maneuvers people don't see coming. Try pre-rolling one direction, then pulling a 1-turn back the opposite direction. Your ship basically pivots 90 degrees off one of its front corners, without actually moving 'forward.' You can turn 90 degrees on a dime and line up a shot the other guy never saw coming. Yes, it'll stress you, but that's not any worse than pulling a well-timed K-turn to get a shot you wouldn't otherwise have.