I think the full potential of youngster is squad leader + 1-2 elite tie fighters passing off high-PS actions to action-starved ships.
Like this: SL Youngster, VI mauler, VI howlrunner and two bombers with concussion missiles and EM. That list has a really mean aplha strike, a bomber can focus using own action AND then barrel roll AND TL at PS 9/10. Hard to dodge.
Or: Oicunn with Expose, gunner, fleet officer, tac jammer, SL youngster, dark curse, and academy pilot: you get a 4-dice attack with TL and gunner out of Oicunn, and he can generate 2 focus tokens on top of that, which you can give back to the TIEs if they're threatened. Or just share with one tie and fully mod the 4-dice attacks.
And then there's all this stuff you can do at PS 9/10
- bombers/punishers roll or boost + drop bombs, or pre-position at PS9/10 to drop action-bombs at PS2 next turn.
- A 26 point AT Kir Kanos (in a mini-swarm with Young, VI Howlrunner and Mauler could focus AND evade AND get re-roll from howlrunner AND possibly also boost or barrel roll at PS 10.
- Tempests with proton rockets and ATC getting to reposition or TL at PS9/10
- mixing in fleet officers and PTLs can give your squad incredible action economy, but shift those actions up from PS3-4 into PS 6-10 range.
Now, I'm quite sure many of these combinations might not be so great, and you can't go too far into synergy land if its all based on a 3-hitpoint dude. But there are so many possibilities and it really seems like they're worth it, even if it's just for setting up the alpha strike.
Edited by LesserEvil