I think you're trivializing the Power of Choice that comes with DeCloaking.Here's a thought: learn how to predict what your opponent is going to do and pick your maneuvers accordingly.
And for that matter, Advanced Sensors with mobility-actions.
Even if you predict what your opponent intends to do and attempt to punish them for it, if they see the punishment coming they can change their mind.
The Decloak function has a range of 5 from one side to the other.
Decloak with the Barrel-Roll action has a range of 9 from one side to the other.
And that is all done prior to executing their chosen maneuver.
Phantoms, moreso than any Hypermobile ship previously instilled in the game, do not have a position, so much as they have a Probability Cloud.
You've got a lot of positions to cover, Mr. Predictor.
Honestly, I see a lot of parallels with the Fettigator argument. Unless you're playing without asteroids and other ships, not every option is going to be open to you at any given time. What's even more important, however, is the point you glossed over: with the Phantom, you have to plan two moves ahead every time. If one of those moves doesn't pan out, the other may be completely useless to you, or worse. The ability to be even more reactionary than usual with the decloak is extremely valuable, I won't say it's not. But what happens when the direction you were planning on decloaking and K-turning becomes closed off to you? Sure, you can decloak in a different direction, but that hardly corrects your chosen maneuver. There's a chance you'll still find some way to avoid firing arcs, but then you probably won't have anyone in yours. Considering the Phantom's high price, that's a very expensive missed opportunity.
Edited by WonderWAAAGH