This much-maligned little ship is actually one of my favourite designs in X-wing, so I've really been trying to find a use for them. Unlike most others I don't think they're useless or directly overcosted, but there is definitely a problem with their implementation in this game.
Personally, I don't run any Scyk without the title and a cannon. 90% of the time I'll also slap on a stealth device and run them with Serissu:
84 points
Serissu (32)
M3-A “Scyk” Interceptor (20), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)
Cartel Spacer (26) x 2
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Stealth Device (3), Heavy Laser Cannon (7)
With a Z or something to be used as a flanker or a blocker. Keep these guys in formation at range 3, preferably behind asteroids. For an undamaged Scyk that's 3 + 1 range + 1 asteroid + 1 stealth device + 1 Serissu = 7 defense dice. Of course, this is not always practical but you should get at least the first one or two turns under these ideal conditions. For me, that was enough to dodge the incoming fire from imperial aces and then have Serissu one-shot Soontir through an asteroid in the first round of shooting.
So, the Scyk can be useful. My big problem with the ship is that there is a very, very limited span of options with it. Personally, I don't see it viable without the title, SD and a cannon (Mangler or HLC). I treat the PS2 Scyk as a 23 to 27 point ship due to the necessary upgrades (Mangler/HLC and SD/Hull/Shield upgardes.) The other Scum ships are so flexible that the Scyk feels really restricting. Why was there no illicit slot? This alone may have made the ship far more attractive.
Has anyone else had some measure of success with this little guy? What do you think is wrong with the design and how do you think it can be improved?