I also have been thinking of this list.
"Redline" (27)
Fire-Control System (2)
Plasma Torpedoes (3)
Extra Munitions (2)
Cluster Missiles (4)
Guidance Chips (0)
"Omega Leader" (21)
Juke (2)
Comm Relay (3)
"Zeta Leader" (20)
Wired (1)
Comm Relay (3)
Academy Pilot (12)
Total: 100
First off, accept that Redline will die - if not the first turn of the engagement, than the second. But that's OKAY; it means you know who's getting shot at first, and that gives you control of the game. Flechette Torps as either a "whoops, I lived and emptied out my Clusters" weapon, or just general Ace stressing materiel, is better than the Plasma Torps - which basically do the same job as Clusters.
Second, Wired is TERRIBLE. Strip that and Comm Relay out and give ZL Predator. He's not a priority target for the enemy, not with a Redline there, so make sure he can do as much damage as possible. If you don't bother with the Flechette Torps then you can give him a Comm Relay too which WILL. But I'm not sure which is truly better: increasing Redline's versatility (he does lack an R3 secondary after all) or increasing the durability of your secondary ships?
Lastly, the Academy Pilot is YES. The list is super-vulnerable to blocking. Blocking even one ship means that you have the potential to ruin their entire game. That said, forgoing Comm Relay/Flechette Torpedoes lets you upgrade him to a Black Squadron with Crackshot, and that version is capable of throwing enough dice to destroy a JM before it gets a shot off. EASILY capable.
Backstabber also neatly replaces Academy if the list is sans Flechettes/CR on ZL, and throws a lot of dice for dirt-cheap too. I do think the Flechettes version is stronger versus Aces, though, and it does give Redline more versatility.