Wow, you are completely overestimating the value of Autothrusters.
It will not prevent getting one-shot. Let's say Whisper is firing at Fel at range 3; that's 4v5 attack/defense. If Whisper converts to all hits and Fel rolls all blanks, he still gets one-shot.
This is yet another drop in the bucket. RGP didn't save the Interceptor and it was the same attempt. I predict this will be like Munitions Failsafe. Cute and useful when it does crop up, but it just will not have a significant impact. The high PS is better at making the Interceptor viable.
If Fel has autothrusters, he's only dead if he didn't take an evade and doesn't have a hull, and that's focusing on an extremely rare chance (all hits no evades, no tokens). Please note that the same shot would kill another phantom (any 4 hits with 4 blanks), too, but they're still around and doing fine, even though there are now ships with 360 four dice attacks.
Have you played with or against them? This is different from the RGT since other upgrades that make them more survivable (hull, shield) are relatively balanced in terms of cost effectiveness. The autothrusters are cheaper and, in my experience, a viable choice when NOT facing turrets. When they are matched up against turrets, they are a steal.