You're not waiting for a perfect storm, nor are you actually trying to kill him with Wes. You're just trying to peg him once so that the next turn he becomes easy pickings.
Wes' entire goal in life is to mitigate hyper arc-dodgers until they're manageable for the rest of the squad. This happens a.) because of the stress completely shutting down PTL or ACD and b.) his ability knocks off focus and TLs before the target can get a shot.
Any damage you get at that point is just bonus, the main point is to set up for the next turn where you're shooting at a 30+ point PS 9 Tie fighter rather than a four green focus & evade monster. If Fell doesn't PTL, great. Then he's just a PS 9 Alpha squadron with only one post maneuver displacement. You only want to R3-A2 when he PTLs, because that one focus isn't going to matter **** on the next turn where he'll still have a stress and no action/no way to trigger his ability (debris, I guess).
On that note, don't actively try to chase down the likes of Soontir or Whisper. What you do is maneuver to cover the bulk of the formation, knowing that you'll have a 45 degree change to work with in case you guess wrong. At long range, you'll have a wider arc but probably won't do any damage with unmodified dice, yet it won't matter because the moment you draw arc you are guaranteed some form of return. Neither Wes nor R3 require hits to activate.
Point is, Wes doesn't play like the twitchy and not very interesting wave 5 meta. Larger squads require a lot more foresight and prediction rather than moving last and course-correcting X number of times. Similarly, you're not trying to one-shot an enemy, you're setting up for an overwhelming advantage in future turns.
Once the arc-dodger is dead, Wes loses some of his utility but he keeps his ability (pilot crit pendig) to reduce damage taken by the squad by slapping target-locks off of decimators and the like.
I still think your waiting for the perfect storm, you want Fel in arc, with stress. I don't disagree with the ability to knock off focus/evade/TLs, that has always been a pretty powerful ability, but everything else seems very situational. Mainly because a good interceptor is a total pain in the ass to nail down, even with a higher pilot skill ship. Basically, your going to have to mind read your opponent or push him into a board edge. There is a lot of supposition here, no offense but I feel this is a little to far into a vacuum. We're not taking into account Fel or Wes' backup, which will make a massive difference.
As a guy who plays Fel a lot, I'm way more afraid of ion than I am of stress. The best part of Interceptors is how easy it is to deal with it, including the rather amazing green 4 forward.