I'd agree to a certain extent but the chances of surviving dedicated attention still seems slim to me, especially if you can land shots on them by turn 2 you can probably finish them off by turn 3, even more so with damage spike pieces rolling around like Ackbar (still very popular in my area). Most builds I've seen are either carriers or commander mobiles, all of which push the cost close to 40+ points which is enough to warrant a bulls-eye. With Cracken on Bright Hope you almost don't give your opponent a choice. It's either take the shots on him or have your firepower drastically reduced on every shot you take, granted that could be good or bad depending on how you capitalize on that.
Taking you examples the correct move with a TRC90 is to fire two 1 red die shots (CF on the side arc). Each do double hits. Scatter 1 and evade the other. Follow up either does 2 damage or you throw away two tokens. Repeat and the ship dies. Ackbar makes it simpler, can make it happen in one turn, and it really comes down to the dice roll itself since rolling more double hits/accuracies becomes more likely. My play experience is almost exclusively rebels so I won;t comment on the raiders.
From tactical standpoint I'm not sure I agree either with your last point. Taking 110 points (102 with 2 TRC90's) to kill 46 points isn't a bad move. Taking 102 points to kill a 46 point model and losing a 51 point model in return may be but without any offensive power the danger of losing a TRC90 has to come from another attack vector which then layers on the "what if's". People have been shooting at corvettes with Star Destroyers and it's never really been considered a bad move unless you put the Star Destroyer way out of position so it only has an opportunity to kill 1 corvette. The difference in our case it that the a CR90 is fast/maneuverable enough to take out some support and get back into the fight proper.
Just to be clear, I don't necessarily disagree that the Crack-scooter isn't a good idea, I was just skeptical of how easily it could be brought down. Sort of thinking out loud.
Just a couple of points. Remember, you're obstructed, so the CR90 at long range can't CF to get that single side arc die, because the attack is cancelled before you get the opportunity to CF. This dramatically hampers the TRC90's effectiveness against the Crack-scooter at long range.
Secondly, I agree that it's very "what-iffy" to determine whether it's worth it to dedicate a pair of corvettes to run down the admiral, but there's definitely an opportunity cost there. If Cracken is really trying to run away, chances are you're spending at least two turns running him down, and then another two getting your CR90's back into the fight after you've tagged him. Four turns could easily be enough time to leverage the absence of 1/4 of the enemy fleet in exchange for 1/8 of your own, if you've built to do so.
I thought obstructed just took away dice right before you rolled your attacks?