This is what a Clonisher with a dial can do
(For reference, Clonisher being: Gladiator I, Demolisher, Engine Techs, Intel Officer, Expanded Launchers, Ordnance Experts).
The picture below shows every possible position the Clonisher can reach on a dial + activating engine techs.

Note: I turned on range bands of only the middle and left and rightmost Clonishers for clarity. Here are those same Clonishers with close range highlighted in green and the base Clonisher's long range in pink:

So we can see that the threat radius is indeed significantly past long range. Being anywhere within that radius before Demo activates is a pretty much guaranteed death for a ship. So, what can we do? The only thing that outranges this are boosted comms speed 3+ fighters. The power of the Clonisher is that it can reliably destroy whatever wanders into range due to the move shoot ability/last-first activation (with screed/ ord exp/exp launchers).
Just thinking out loud here. With the dial/engine techs, it's very difficult to force this ship to end up in a ship's long or medium arc (to prevent that punishing initial black dice barrage). Even if you do manage that, you are fairly unlikely to cripple the Clonisher in that brief window without massing multiple ships' worth of firepower (and if you're clustering ships like that, it's even easier to use the navigate/enigine techs to avoid that range).
I guess I'm trying to brainstorm here what to do.