Alright, I have an idea for a controversial Rebel fleet. The concept is 5 ships and Han. Han, solo, is responsible for anti-squadron duties. I have a theory about Han, that he can manage this. Some of you may want to chat about that, if so read the spoiler. If not, cool.
Han's Hit And Run (Mark I)
I think Han, alone, is capable of delaying or crippling the rhymerball, bwings, whatever. Any squadron configuration. Come with me on a journey...
Han is the Demolisher of squadrons. He can activate during the Rogue phase to move last, then activate first- He can surge in and get two attacks before they have a chance to respond, and surge back out if he managed to only engage a single enemy. He also throws 2 blue and 2 black dice against squadrons, making him good at killing named squads over the course of his attacks.
So let's say Han snipes at Dengar from the Heavy side of a rhymer ball, or Rhymer himself. Personally I'd go after Rhymer. He comes in Rogue, gets his shot off (2 black 2 blue), maybe has to use his 7 hull and 2 braces to soak some counterfire. If enemy has moved to engage, he can take a shot to grit-clear himself from engagement, or keep hammering at whoever he attacked last turn. Very possible that he could do enough damage to Rhymer's 5 hp to allow a cap ship to finish him off, or enough damage to Dengar/defense token use to allow mop up.
So Han could be the most annoying thing in the 'verse. If he manages to engage some bombers, Dengar alone can't keep him there. If the whole fighter complement comes after him, great. 26 points for bunches of yours, and he'll probably get in some good shots of his own. If the ball doesn't have someone with Intel, Han can jump around and make them choose whether to split up the ball or to sit and wait. He could just tie down a few of the bombers or firesprays and really weaken the ball.