So the Z-95 expansion has now been fully spoilered.
We now know the movement dial (pretty much exactly an X-Wing dial, except it's got a 3 koiogran instead of the x's 4, and it's 2 bank is Green rather than White)
We now know the point costs of the named pilots
We now know both named pilots
We now know what Munitions Failsafe does.
Munitions Failsafe has superb utility alongside the Flechette missiles: Not having to discard Flechettes if they don't hit is great, because you stress out your small-ship target anyway. And it's only 3 points across the two slots, so that's definitely playable, particularly alongside Ion Cannon or Turrets ;-)
A 17 point Blount that always "Hits" even if he deals no damage is potent. No stealth device for you, and Assault/Ion Pulse missiles will always get their effects in.
He should never equip the Munitions Failsafe, though.
A 19 point Airen Cracken is a beautiful addition to the game. Considering the free-action can be an in-combat Target Lock, the Z-95 Alpha Strike Swarm is definitely a possibility, He also synergizes beautifully with Garven/Dutch/Kyle/Lando et c.
Also, the "Free Action" isn't specified, and doesn't need to be one in their action bar. giving you EPT/Astromech/Damage based actions as well.
He's also the second pilot in the game that makes Cluster Missiles worth playing, as they let him toss out 2 actions. Once again fantastic with Munitions Failsafe, assuming he doesn't hit with either attack.