you don't actually get that much out of a CF command for the VSD. The big guy's either unloading 6 "**** you" dice or a sh*tty 3, either way making the impact of CF minimal relative to the points you spent on him. You will miss the navigate, but squadrons are a great way to add punch that doesn't give half a **** about your facing
Now compare a VSD to a CR-90/Neb/Gladiator, which are all more attacks per points spent, and the CFs start adding up a bit. There are also some titles that greatly emphasize the value of extra dice (Paragon's black dice, Salvation's crit --> double damage, Warlord's dice fixing).
In most other cases, though, you will simply get far more dice out of your Squadron command than your CF. the higher your Squadron, the higher the amount of dice you will gain from a Squadron command relative to CF
the limits placed on Squadrons are probably due to how friggin difficult they are for cap ships to kill. You toss two cr-90s against a VSD, and the VSD will win easily if it gets its front arc. You toss 8 A-wings at it, the VSD is doomed no matter what it does. Squadrons are the most effective counter to squadrons (and by a huge margin), which is probably the reason for the point limit and cap-ship command dependency. If Squadrons are the best against Squadrons and cap ships can't do anything, then what's the point of cap ships? easy, make them necessary for squadrons to work.
Remember, even in the apparently meta GSD-spam, the GSDs can't actually do **** about the squadrons. Solution? Kill the ships.
Personally, I think the design for Squadron gives you more than enough room to give all Squadrons Rogue. Being able to activate in the ship phase (rather than the squadron) and simultaneously with one of your ships lets you pile on damage before your target even gets to activate.
Edited by ficklegreendice