This list goes against my instinct to not load my ships too heavily with updates, bloating them with points, yet it is fun to fly and surprisingly effecient. Here's my Hammer & Nail.
The Hammer (57)
Captain Oicunn (42)
Daredevil (3)
Engine Upgrade (4)
Dauntless (2)
Navigator (3)
Mara Jade (3)
The hammer is big and heavy and it is meant to be waved around. And it is pretty good at flattening things.
Engine Upgrade and Daredevil makes the Decimator very maneuverable with all the five different Speed-1 moves available as actions. Two of them, the sharp turns, even count as a maneuver because of Daredevil allowing Oicunn to use it to ram into enemies as his action. With the Dauntless title he might even do that to ships he is already touching and already rammed once, effectively bulldozing them down (for the cost of two stress).
The Navigator allows for flexible planning, making you better able to ram your enemies, just as Mara Jade makes it harder for your enemies to escape once they've gotten too close to the Decimator (I cannot begin to describe the joy of stalking a B-wing the other night, stressing it each round making it impossible for it to get away or even to turn around and face me, because of the constant stress and his poor red b-wing dial).
Now, at first my thought was that Oicunn was a funny gimmick I wanted to try a few times for the laughs before moving on to other more endurable pilots in the Decimator. However, having flown this heavily loaded Oicunn, I'm surprised how viable he is.
Ships with turrets might be forgiving to play as your almost always have a firing solution on an enemy ship because of your turret, but the trick to fly large turreted ships well isn't to fly it haphazardly; it is to fly so that you minimise the number of enemy firing arcs able to peg you each round. The straightforward way to do this is by using your mobility to arc-dodge. But there is also a different way to reduce the number of firing arcs - by ramming into and touching one or more enemy ships. This strategy might not have been as favorable on previous ships with a turret, as you loose your precious actions. With Qicunn at the helm of the Dauntless this changes as you are not only able to do actions anyway, you will also damage your enemy while doing it. So ram into one or two ships while firing your own weapons at a third ship, while heavily reducing the number of enemies that can fire at your agility-less hull.
Ramming might not always be the best course of action and with the wonderful dial and high mobility of this otherwise bulking ship, the trick is to adapt each round whether to ram one (or more) enemy ship(s) or whether to nimbly arc-dodge. The navigator + daredevil + engine upgrade gives you infinite options, while Mara Jade will limit those of your enemies.
The Nail (42)
Echo (30)
Gunner (5)
Fire-Control System (2)
Veteran Instincts (1)
Advanced Cloaking Device (4)
The Nail is small, fast and it strikes with pin-point accuracy. It is a loaded phantom - not unfamiliar to the forum - using the gunner to asure it's deadliness allowing it to use its actions for defensive measures when needed.
Its job is to do precision-strikes on your enemies while the Hammer rams and hampers them.
It seems an odd couple with these two point-bloated ships with very different capabilities, but they share one feature: both of them forces your enemies to fly in unusual patterns. The Hammer because of its ramming, its turret and the stress it applies on them - and the Nail because of the usual challenges with predicting and hemming in Echo. Now they would likely be smart to either focus one or the other down first, but which-ever they focus on, the other will catch up and hurt them bad if ignored.
EDIT: I completely forgot to add that if you don't mind pushing your list to a 100 pts, you could add an Intelligence Agent on the Decimator for the last point. While it doesn't help you ram into enemies it does make it easier for you to either block or arc-dodge enemy pilots with a higher PS than your own.