Because we needed another one of these.
I've been ruminating on these things for a small while now, and came to notice some stunning moments.
1st: Youngster + Rage can fly with 7 Academy Pilots, and can be very effective in so doing.
However, this list does restrict its own movement for 2 turns, and actively loses an action for each action it gains with Rage.
This list really wants to Rage in pulses: 4 ships rage, then the other 4 ships rage, so you have a consistent stream of damage.
2nd: Youngster + Rage can fly with Epsilon Leader and Wampa, and be even more effective.
Epsilon Leader cuts the stress down to manageable levels, and can do so even when the swarm takes White maneuvers.
Wampa provides a threat to the Aces, and I'll get into this match-up later.
3rd: A Rageswarm has no native counter to ships whose expected damage mitigation is >2.
A trait shared by the Howlrunner swarm: If Soontir Fel and company are going to crop up with 2 evade results every time they're attacked, you need some tricks around this.
Wampa is great for this, as the ships in question are terrified of him.
4th: Swarms can block Soontir Fel more effectively than just about any fleet in the game.
You don't need as much effort to predict where he'll be: he's stuck with Green Maneuvers, and only becomes unpredictable if you fail to block him.
You have ships to spare to the effort, although some rudimentary prediction skills will help to cull the number of blocker potentiates to a more ideal level.
If necessary, you can just plonk your entire formation into his movepath. He's gonna hit one of them!
5th: Youngster does not share Howlrunner's greatest weakness.
Yes, when he dies, your fleet should see a dentist as its teeth were catastrophically blunted. This is shared with Howlie.
However, Youngster has a much longer leash.
A) His ability is Range 1-3, so he can be entirely out of range or far out of arc when your Swarm is at Range 1 of their victim.
B) You've gotten full use of his ability before he activates, as you can even have Epsilon Leader take their action before you flip his dial.
C) You can have your lower PS ships move into range of him before taking their action, before he moves away.
Therefore, rather than being in the thick of the swarm, he can be well out of range of your opponents, or far out of arc, or hiding in asteroids or what have you.
Play the distance game to keep him alive. Hell, there's a 2 turn cooldown for the 8-ship swarm version of the fleet anyway, so he can range even farther afield.
6th: Drawing from the 5th postulate, Youngster can be used as a non-formational Bait ship.
Basically, he's Priority no. 1 for your opponents to kill early. They will chase him.
If they're chasing Youngster, you're dictating where your opponent is moving. With a 16 point ship (or 19 with stealth/hull)
Meanwhile, you're getting full benefit from his ability, as your swarm that are chasing the enemy are moving into range and taking their action before he darts away in another evasive direction!
TIE Fighters are fairly fragile when your maneuvers leave them in gunsights.
Youngster, however, is basically playing the part of a Rabbit, and has the dial to do so.
Move quickly, aye, but move unpredictably, and never be where the chaser can actually bite you.
Your hornet friends will take care of the rest.