This doesn't make sense. We were talking about a very specific scenario: the disadvantage of Mindlink when an outside source stresses one of your ships (and therefore stresses all Mindlinked ships). I compared the end result of that to what happens in the same situation to IG88s with push the limit or predator. And I demonstrated that the end result is the same whether you have Mindlink or PTL or pred.
So of course Mindlink is not there JUST to overcome its own weakness! Its there to give you better action economy on all the turns when you are not taking any stress (which is most of the time!). On the turns when you are taking stress, then its not any better or any worse than having advanced sensors + PTL or predator. I've already demonstrated that so I'm not going to repeat myself.
Your point about not being able to perform more than one red move per turn is valid though. Its a very real disadvantage of using Mindlink, no matter what ships you fly (turrets don't care as much though). If you either find that particular problem too limiting, or you simply do not want to figure out how to overcome it, then yes, Mindlink is not for you. However, I know from my own experience with Mindlink that its not crippling, and its no more of a disadvantage than certain other upgrades can have (such as PTL + advanced sensors).
The point is that, while, yes, you get some action economy there, PTL does the same or better in all scenarios. I think we are arguing the same point. Essentially mindlink with AS can function as PTL-lite that saves you some points. Right?
So far I've found mindlink on more than one jouster is not great to say the least. I have run it on brobots and on M3As and it's just bad all round, the disadvantages outweigh the advantages because jousters have to take reds sometimes and if more than one needs that, you run into big problems. Turrets don't suffer this problem as they have a lot more freedom of movement and especially one with a lot of greens like the jumpmaster, unhinged Y-wing or similar, getting stress from the other ship(s) is not a big deal.
Your 2nd point---compared to crackshot, its obvious that mindlink is a poor choice.How exactly? Crackshot gives you a strong alpha strike allowing good damage during the early part of the game. Mindlink gives you better action economy which you can leverage all game long provided both of your IGs remain alive. Basically, crackshot is like a cheap, mini-predator; whereas Mindlink is like a cheap, mini-push the limit (but without the stress). So in that context, its not worse at all. In fact, Mindlink is much more versatile than crackshot. First turn of shooting, yes, crackshot will gaurantee one extra damage, but with mindlink, you have options. Your lead ship can have focus+evade to negate any damage incoming, or can take TL+focus to possibly erase a ship before it shoots. And you can keep this bonus action up as long as you have 2 IGs.
So yeah, I am not seeing how crackshot is 'obviously' better here and I think you are over-stating its value relative to Mindlink.
But crack shot doesn't come with the whopping stress downsides of mindlink. A well-placed crackshot can win games (and crackbots are a build you see for that reason). Sooner or later, mindlink restrictions on movement will lose you a game. But I'll concede your point, a free focus here or there is fairly equivalent and cheap for 1 point per ship if you can manage the stress.
Your 3rd point---Mindlink is better on anything but dual IGs (even Manaroo + IG is better).
You're welcome to have that opinion, but it is not a fact. I see no reason why dual IGs cannot fair as well (if not better) than IG + Manaroo. To me, the important thing is how does a particular build stack up against other popular meta builds out there? Double IGs have always struggled against high PS aces but are quite strong against other large-based ships and swarms. Having Mindlink & Feedback doesn't weaken any of the matchups IGs were already good at and helps against high PS aces (a little bit). Manaroo + IG88 does weaken the list against swarms, since Manaroo is not as hardy or as hard-hitting as a 2nd IG88, and it doesn't really provide a good answer against high PS aces unless you build Manaroo as a bumpmaster (but then you are sacrificing damage output even more).
I think you are being unfair. Did I say it was fact? I said "I think" 4 times in the post you quoted. I think you are reading something into my words that isn't there.
That said, jouster + turret both with mindlink is arguably better than 2x jouster. Most turrets nearly never need to make a red maneuver, so you can be safe with the jouster making a k or s move while the other can handle the stress. With 2+ jousters circumstances may well dictate that both wish to make a red maneuver. Purely in terms of getting mindlink to work, I feel it's pretty objective that jouster+turret is better. Now, sure, there may be other factors in terms of how you wish to build your list and the meta (being good against swarms etc), but that's moving the goalposts.
So I get you don't like Mindlink on double IG88s, and that's fine, you don't have to run it. But your arguments are not very compelling other than not being able to do more than one red move per turn and I agree that's a legitimate issue. But I would like to try it out for myself to see whether its a 'strong build', rather than just dismissing the build outright based on some feelings...
Heh, I'm not saying don't try it. But that leaves us not very much to talk about here, does it? The OP says it's a "very good" build, I disagree and we discuss the relative merits or lack thereof. By all means, I encourage you to try it. I've tried maybe half a dozen mindlink variations (mostly on vassal). I tried brobots, as I've said before I think the downsides were pretty crippling to the build for a saving of a few points. It does let you get two HLCs quite comfortably in the list but I feel movement is key with brobots and any limitation at all is not worth it (and mindlink is often pretty painful). Brobots suffer from stress lists already, this makes it worse.
I've also tried 4x M3-As with cannons and mindlink with utterly spectacularly bad results (I got one stress by hitting chopper and the whole squad couldn't turn around, it was comical). It did a very nice initial pass and then just couldn't sort itself out. I think there are definitely some nice applications of mindlink but I think a max of one jouster with it unless you have stress mitigation in some form.