So I've flown a variation on this fleet once, and it's my first foray into Rebel Scum fleets:
MC-80 Command - 106
Dodonna -20
Home One -7
ECM
XI-7 -6
Engine Tech -8
Tractor Beam
CR90A -44
Turbolaser Reroute Circuits -7
CR90A -44
Turbolaser Reroute Circuits -7
CR90A -44
Turbolaser Reroute Circuits -7
CR90A -44
Turbolaser Reroute Circuits -7
YT-2400x2 - 32
I think this is what I had, or at least close enough to it. I'm at work and can't pull up an actual fleet builder so this is all from memory.
Objectives were Opening Salvo, Fire Lanes, and Intel Sweep.
The entire theory of the fleet is that the corvettes stay close enough to Home One to guarantee they can always get an accuracy, and just keep pinging away with TRCs.
My one trial was against a friend flying PT106's fleet of 2 ISD 1s with IO and OE, and 3 bare Raider 1s with Motti. He chose Intel Sweep from my objectives, and most obstacles were on the left half of the board.
Against a short range fleet like this it performed admirably, and I was able to snag 2 tokens and kill his token catching Raider before it got more than 1. I was surprised by the efficacy of that many TRC shots, especially when they can't be braced.
I've looked into making some changes to fit in the Assault Cruiser variant instead, possibly with ECM and Redundant Shields, but I'm interested in any other changes y'all can recommend.
I'm trying to fly the corvettes as ablative armor as well as TRC damage, but I'm still a little leery of running a fully upgraded ship. The other weakness of this list is it almost always spends crits to get double damage as well, turning Dodonna into a dead weight, but he's the cheapest admiral, and I don't have to worry about splitting evades between offense and defense like that.