recommended fix: make contracted scout unique
Why must things be "fixed" just because they're particularly viable? Sure, 3 Scouts will hit hard in an initial engagement. So deny them that engagement.
They're PS 3; so against most lists they're going to be moving close to first and you know what they're going to want to do; set up for that Torp strike. Which means you should be able to anticipate where they'll manouever to. So don't joust, roll slow, skirt the board edges, draw them into the obstacle field and break them up. Then seek to flank them and concentrate fire. Yes, they're 9HP, but they're only two agility; they'll go down fairly quickly under fire. Particularly if they're looking to save their focus tokens for their own torps.
This. I haven't played the list yet and I'm not the most experienced pilot in the world, but how hard can it be to keep your ships out of range/arc (and remember they do have to be in arc!) of three large base PS3 clunkers? Maybe the funky Jumpmaster dial is giving people fits? I don't know, but it doesn't seem like this would be impossible to counter with good piloting. If you stay out of arc (or at least, out of 2 of 3 arcs) the torpedoes aren't a threat, and most ships in the current meta aren't at all scared of the 2 dice PWT...