I feel like there are three things worth talking to. Konstantine and Interdictor being one, Slicer Teams and “new wave” being the others.
I feel that this game is like a CCG/LCG you collect cards and build you fleet on those cards. I have a friend that doesn’t quite get this and often builds lists that have a good idea but doesn’t quite get the list to be workable.
I bring this up because he also fails to see that the game changes, what you learned up to wave 3 no longer applies. Consider each wave a giant meta-snow-globe, at the start you shake it all up and slowly those grains settle and a meta develops.
Nothing that you learned in Wave 1 or 2 applies any more, at least not now. Those little grains of “snow” are now upset and moving again. So, the idea that various cards equate to a failing to command your ship is a wave 2 ethic that no longer applies. In wave 3 you are not failing to plan ahead, you are failing to recognise that you plans will get changed and if the command is important enough you’ll not get to do what you want all the time.
Slicer teams is but a small part of this, but it is quite an important part. Here we will find that the metagame will be the thing that drives it forwards or not. If people play the counters then there is a chance that Slicer Teams will not get used further and the counter cards will fade from the meta or because of the constant risk of seeing them players will take the counters.
I also think there is a strategic counter that will just see ships that can use any 4 commands be taken such that the Slicer Teams effect is diminished a little. Time will be the judge. My prediction would be that they slowly get used less and we’ll see them about as often as a Wave 2 Tractor Beam.
I also think that if you can, take the easy kill and reduce your opponents activation count as much as get a small number of VP.
Kontantine and Interdictor: I am torn here, played it last weekend and my opponent played 2 MC80’s plus Ackbar and Squadrons. Having blocked the Conga Line with the Interdictor + G-8 my opponent was going to just ram himself repeatedly. While he was frustrated at the time I am not too sure that this was anything more than the surprise of something unexpected.
That said there are a few soft and hard counters that can be used, it’s like playing 15 TIE Fighters for the first time, you just get hit by the unexpected and play it badly.
Some ideas, apart from a card based solution, you have a change of tactics. Interdictor is Speed 2 and only marginally better at turning than a VSD, there should be a variety of ways for a fleet to set up off to a flank and back foot the Imperial team.
Take a fleet that just goes head on, Nebs and Star Cruises, then just fly straight in. Red dice on ships that don’t need to change course too much will hurt.