I play Empire most of the time, and you want to talk about sucky squadrons, just take a look at the basic TiE or the Interceptor. Total junk not worth ever putting on the table.
What? No, they can be good if you use them right. How many are you bringing at a time? Our local meta usually says around 60-64 points of squadrons min. Which means 8 squadrons of TIEs. That can kill a LOT of stuff, but you have to activate them and all, via carrier VSD or flotillas or ISD.
And before anyone throws out the "but what if the other guy has 8 YT2400s?" question, think of it like this. If you can neuter his 8 YT2400s for a turn or two (dont rush your TIEs in, use waves! In the words of the immortal Zapp Brannigan, send wave after wave of your own at them until they reach
their predetermined kill limitturn 6), you're doing good. Did you not occupy them 6 turns? That happens. Did you prevent them from attacking your ships for 2-3 more turns than expected? Then you actually won the squadron game, as (i assume) you spent the rest of the time with your ships trying to kill his ships.
TIEs do TIE up the other guy, and even if they die, who cares? You're the Empire, they're infinitely replaceable! Just throw more at the other guy next game!
TIE Fighters die FAST, especially to any anti-squadron ships. Hull 3 squads are designed to alpha strike an enemy. But most enemy squadrons can remove them in one turn and most enemy ships can do it in 2 with smart positioning and commands. A ship with 2 black AS dice can realistically plan to remove as many squadrons as it has friendly squadron hull if it has the Ruthless Strategist upgrade, in particular.