I did some thinking about this, and the simple fact is that Point Defense Reroute isn't worth taking under any circumstances.
The card has the following rules:
When attacking a squadron within close range, you may reroll your CRIT icons.
Let's break this down.
First off, it's limited to close range. Anti-squadron dice have a medium range typically.
Second off, it's limited to rerolling crit icons. Ergo, only 50% of the misses on blue dice can be rerolled. None of the misses on black dice in Wave 2 ships' anti-squadron armament can be rerolled (There's no point in rerolling crits on black dice because those faces also have a hit symbol. Black dice are essentially a 75% chance to cause 1 hit compared to the 50% chance for blue dice). A 50% chance of a hit on 25% of the dice results is a bonus 1/8 chance.
Therefore, the card effectively reads:
"When attacking a squadron at close range, blue dice have a 5/8 chance of causing a hit rather than a 4/8 chance."
On a ship with two anti-squadron dice, Point Defense Reroute essentially adds 1/4 average damage within close range. It costs 5 points.
Upgrading Neb-B Support to a Neb-B Escort or a Gladiator I to a Gladiator II costs six points, adds 1/2 average damage out to medium range, and has other benefits besides.
I could see taking it if it just straight up allowed rerolls of any anti-squadron dice within close range, but as printed it is not worth taking on any ship rolling less than four anti-squadron dice. I don't believe we'll see any ships with more than two anti-squadron dice as I think they made a concious decision during game design to disallow ships from one-shotting squadrons without special circumstances such as Concentrate Fire or Dominator. The card probably originally turned crits into hits, and then they changed it in playtesting once they decided Wave Two would have black anti-squadron dice.