I've had a problem in the past where I've tried to keep squadrons close to Gallant Haven, but usually "lose" them past a turn or two if they are intercepted and engaged.
I've a plan that I'm going to try out this week:
Gallant Haven (with expanded hangers and/or Raymus and maybe a Wing Commander) + Scurg x2, HWK x1 and Wedge
The idea is to move the squadrons in the squadron phase to bring them back within Gallant Haven range and having the HWK with Intel should allow that to happen even if the group had been attacked.
In my head, this set up works better if you leave this ship until one of your later activations to allow your squadrons to soak up any interceptor fire and then you can use the Wing Commander to give you a squadron command if you need it, otherwise you continue to move and Intel allows the squadrons to follow.
Wedge is there primarily as a fire sponge. He should be able to shrug off the worst of it with his brace tokens and then Gallant Haven will reduce the total by another one. An alternative would be to use Jan and a regular x-wing instead.
Ideally, this could allow you to keep your combined squadron+ship force together until you need to use them to strike out at an enemy ship - again using the wing Commander, with the added benefit of being able to have other orders in the stack other than Squadrons.