Before I continue, if you're just going to say "well, look at the points you're spending to make it work" please don't bother to post. We all know that the ICT doesn't take an action and is only 1 point more.
But hear me out. More and more lists are containing large ships, which means the ICT is losing part of it's functionality. I feel like it is difficult to justify doing 1 damage to a 1 or 0 agility ship, and not even ionizing them. So for the first time in a while, I haven't been auto-including an ion cannon. Which means I've kinda shifted away from my old ways of Roark and the HWK. Furthermore, the design space seems to have opened up. You no longer "have" to have 4 ships in a rebel list (or 3 if one of them is a big ship) in order for it to be competitive. People are being successful with 2 ship lists, and 3 ship lists seems to be the new normal. Though even that has changed with the introduction of the Z95, where it's pretty easy to slip one or two of those in to beef up your numbers.
Which is just one more knock against the ICT. If you only have 3 ships, they need to be able to put out damage, and not just 1 at a time like the ICT does. Enter the Blaster Turret. Yes, it is only 1 point cheap, rolls the same number of dice, and requires a focus token. These things have kept it out of even semi-competitive lists since it's introduction in W3. On a HWK, it has the weakness of being susceptible to being blocked and then not even really getting a shot. On the Y wing it has the problem of no way to double up on actions. Enter Kyle Katarn. No, not the pilot, the crew.
The HWK doesn't have the best dial, the only greens are 1 + 2 straight, and 1 banks. This has limited Jan's usefulness because she auto stresses herself, and then is super predictable afterwards. So if you put a blaster turret on her, it was super easy to block, and definitely worth it. But now, if you put Kyle as her crew, she gets her focus anyways, and can continue to fire her Blaster. But it's unmodified since she has to spend her Kyle given token.
So, that addresses an issue of the Blaster turret... But what else can we do to make it better? The most obvious (to me) is to add predator to it. Now, even if you're blocked every. single. turn, you will still be able to stress yourself from Jan's ability, which turns into a focus the next turn, and you'll be able to reroll a die, increasing your damage output from 1.5 [boom] to 1.94 [boom], which is almost as high as the 2.25 [boom] that the ICT gets from the focus token.
Furthermore, I suggest you add an Engine Upgrade to Jan. This works well with predator and kyle, as you don't have to worry about using your action for offense. It also makes blocking Jan much harder to do as she can do her 1 bank to clear stress, and decide where she wants to boost to prevent you from blocking her the following turn. And on the turns that she decides that boosting isn't a good option, she can still take the focus action, which raises her damage to 2.68 [boom] when combined with predator.
So, for those of you that are going to ignore my first sentence, this combo ends up coming in at Jan (25) + BT (4) + Kyle (3) + EU (4) + Predator (3) = 39 points. But it's much more than just 14 points to make the blaster turret work. You have a better ship overall that is more survivable and maneuverable. Not to mention the rest of your fleet is more deadly with Jan's ability.
Thoughts? What would be the best thing to pair with this? What matches would it be good/bad against? Anyway (besides turning it into ICT) to improve?