So a few months ago, I tried out the U.S. Nationals list (Yorr, Whisper, Fel). I like it, but I really don't care for Fels squishiness, so I've been experimenting with different variations on this. My favorite so far is ...
Yorr
-Rebel Captive
-Engine Upgrade
-Intelligence Agent
Whisper
-Advance Cloaking Device
-Fire Control System
-Tactician
-Veteran Instincts
2x Academies
97 points
The academies fly around to block and deny actions. Yorr is generally ignored most games and when he is getting shot at, it's because they have nothing else to shoot at. Rebel Captive will punish them a bit for taking shots at him. Originally I had Rebel Captive on Whisper, but wasn't super impressed with it.
In my escalation list, Ive started running enhanced scopes on Yorr so he can run in and mess up formation actions giving Whisper a few easy shots, then next turn use Intel agent to peek at dials, taking the guessing game out of Whispers decloak.
I know Gunner is traditionally the best thing to put on Whisper, but freeing up those 5 point to to put crew on the shuttle has kept it competitive and made it a little more fun. It just forces me to rely on FCS a little more, so the initial shot required to trigger FCS is a bit of a gamble. Additionally, putting Tactician on Whisper is a lot of fun(except for Farlander and a few of his stres soaking buddies). Played against a Fat Han in tournament the other day, I would put Whisper at Range 2 of where Han would be going(thank you Intel agent). My opponent kept wasting actions to boost out to range 3 to avoid getting stressed, kept him from target locking or focusing against my ships. (Oddly enough, he was running Predator and Gunner on Han, so logic could of been that he should hit something when shooting with this set up)