When inklings of the Scyk Interceptor first started dropping, I was immediately excited about the possibility of 4x HLCs, even on small squishy platforms. You can do this pretty nicely with:
Cartel Spacer 14
Heavy Scyk Title 2
HLC 7
23 total
4 of these is 92, meaning 2 can also have Shield Upgrades (or Hull and some Initiative bid).
I did not anticipate the Tansarri Point Veteran, though. This brings up a variation:
Tansarri Point Veteran 17
Predator 3
Heavy Scyk Title 2
HLC 7
Shield Upgrade 4
33 total points
You can get 3 of these for 100 points, hit approximately as hard thanks to the Predator re-rolls, beat all those supporting ships in PS, and actually have the same number of hit points as the first squad. For a little less combat power, you can also do 2 of the above +
Serissu 20
Veteran Instincts 1
Heavy Scyk Title 2
HLC 7
Shield Upgrade 4
34 Total Points
This gives you a slight decrease in raw power (predator vs VI), but gives you a PS10 HLC, which is great Phantom Insurance. It also helps protect your other HLCs. Often Serissu may seem like the obvious target (and probably is), but it's not all bad. She will have fired already, which helps your Veterans from getting PS-killed. The opponent will have to chose to fire at an HLC that has already fired, or fire on one yet to fire that has a defensive die re-roll.
Either form of this squad hits like a freight train, and while fragile, It should be killing things awfully fast.
The most direct comparison I can think of at the moment is the 3xBlues with FCS and HLC, which is a tough squad. It's got twice as many hit points as the Scyk squads, but at AGI1 instead of AGI3, and less firepower on the opening rounds. It does have better close-in firepower, however, and better sustained firepower. The Scyks have a big dial advantage, I'd say. I think The Serissu/Veteran/Veteran squad could be really good. Phantoms? PS10 HLC+ 2x HLCs with Re-rolls should swat them down, Fat Turrets? 12 dice a turn from range 3 ought to melt them down. Rebel Swarm? Beats them on PS and can PS kill a ship the first round, and can start arc dodging as things get closer.