You are correct.
My point was that there are different windows. A squadron command activated squadron is far better for sato than rogue is. Rogue would require you to preplan the movement and hope the activation order goes correctly while a squadron activated with a command can get into position right before the attack. No carrier needed but you have to be aware of the pros and cons.
Yes, I think that including one Carrier will be the way to go, or a transport with Comm Net to transfer squadron tokens.
For the Carrier part, it looks like the Phoenix Home will be the cheap carrier we're looking for: It has red dice, can take ordnance and have a squadron value of 3. So it can potencially shoot 4 black dice from its front arc with an APT. Not sure it has the place for an ordnance expert though.
Interestingly enough, I think that one way to go will be very Star Wars Rebels thematic:
Commander Sato in the Phoenix Home
Hera that gives Rogue to 2 other squadron (2 A-Wing looks like a perfect fit with their speed 5)
(And I think that we'll see Tycho in the third season, so including him is also thematic and works wonder)
Try to have to be first player so that you can tag for your first ship that activates, then when it's Phoenix Home turn, order your squadron to tag for your 4 black dice long range attack and exhaust some defense token before your strike.
Two black dice long range. Sato allows you to trade out two dice max