I was musing randomly about the almost never used missile slot on the YT series, and something occurred to me. Autothrusters are a big time counter to turrets, especially on super dodgers like Soontir Fel. The easy response is to keep them in arc. This is obviously easier said than done, and 3 dice even in arc aren't going to easily damage some ship like that. You need some heavier punch to set up a shot that matters.
Is this where Missiles could come in? Concussion or Homing would probably work the best in this role. There would be two strategies to employ them. One would be to go for front-loaded damage to try and get an early edge on some target. The difference in damage between Missile and a Primary can be significant. The second strategy would be to stack actions over a couple of turns so when you fire, you're pretty sure to be hitting the target with a Focus/TL Missile shot. YTs have the health to set up a shot if needed. Worst case scenario is that you're up against something where high numbers of dice aren't needed. In that case, you're still getting a boosted 4-dice shot at range 3, which is one extra red and one less green than normal, so it's not completely wasted.
HLC Outrider obviously doesn't want this, except to fill the range 1 gap with Prockets. Mangler Outrider might be ablessing to get some use, but probably not. Eaden Vrill might use a Missile for a initial engagements when Stress isn't happening. The 1300s all seem like itcould be beneficial.
Anyway, this is all just musings, others might have better ideas.