IMO, the plain jane tie bomber is slightly undercosted on its own (dat speed....). Look at the restrictions, for example, a Liberty activation places on speed 4 thingies even though its 7 points (admittedly, maybe 1 or 2 points overcosted?). The threat range of a TIE bomber is incredible.
Adding rhymer's ability for 7 points to make the envelope even bigger? You can conduct a bombing run on your first friggin turn on an activated ship!
I've tried running little experiments of Rhymer + 5 bombers, which a token expanded hangar activation can fling quite a distance. Even if that thing goes off once or twice, they've more than made their points worth. With speed 4/rhymer, it's not all that hard to squadron command them outside of fighter engagement range to deliver the goods. Plus, the fact that EVERY crit lands a face up? That can really hurt: all for the low low cost of 61 points, or around the same as demolisher except it does the job better, earlier, and is a lot harder to blow up in retaliation. If you plop them into a rear arc? Say goodbye to your spaceship!
The fact that jumpmasters are rogue means you can now pull the "reverse speed bump" trick. Just feed them one at a time into the pile of AS to ensure the proton torpedo love keeps coming.
The only counter that's been working? Lots of x-wings or TIE fighters. ![]()
In short, I think tie bombers are undercosted, Rhymer as well. Is he broken, though? Not if you take squadrons yourself...