Who is it that's depending on a CR90B's blue dice for damage output, anyway?
Clearly, you haven't played me much recently... The CR90B drive-by works wonders in conjunction with fighters to force those defense tokens before the big hit, especially if it hits at the beginning of the turn Demolisher wants to strike on.
And I'm almost never happy to see accuracies come up on it. This will be a pretty good upgrade for the CR90B.
I also love the CR90B + NK-7 idea. It is ludicrously easy to double-arc a larger ship with it, and you can decide to focus fire as and when you want due to command 1. With a double-arc, this is a guaranteed 6 damage across 2 shots - for 44 points.
It is both the ship you use to bulk up your fleet numbers to get uncontested activations, and the rebel ship that benefits the most from that advantage. (pre-MC30, anyway).
I also like the idea of this ship. But I expect it to be overshadowed by the CR90A + TRC. 7 points extra and you will have to spend evades, but you gain a lot of range and the damage is going to be much higher too.