So the R3 astromech has been a disappointment since it was revealed. To be fair, there were some high hopes for it to fix the X wing, and it really doesn't do much for that. But hold on, there are a few uses for it. Or at least combos that might be useful. So let's take a look at them before we write the card off as 100% useless. For starters, Norra.
Norra Wexley - Norra is in the ARC-170, which doesn't innately have access to the evade action. However, she can take a TL, turn it into a F result, and then cancel the F via R3 to get an evade. So R3 essentially adds the evade action to her bar for 3 points. This can be especially potent if coupled with VI to push her up to PS9, and then coupled with C3PO to further boost her defense. For 35 points, you get the defensive capability of a Falcon (though with 9 health instead of 13). It also allows you to wait until combat to decide if you want to be offensive or defensive.
Weapon Guidance - This combo only works on the T-70, but it allows you to take a Focus action, roll a hit focus blank, cancel the focus for an evade, then spend the focus via WG to end up with 2 hits and an evade. Is this combo worth 4 points? Perhaps not, but keep in mind that each also has their own benefit as well... WG can be used if you roll hit hit blank to make it 3 hits, and R3 can be used after a Troll to get an evade. This could be a potent pairing as well.
Comms Relay - Ahh, finally something that addresses one of the major weaknesses of R3, you don't get the evade until your attack. This means that you want to be high PS, but pretty much any high PS ship wants to have a regenerating astro (with the possible exception of Norra). With CR and R3, you can easily equip Juke on your Red Vet, instantly making him much more deadly. Now your opponent has to even consider whether or not he spends his F on his attack, knowing that your Red Vet could end up Juking away his evade. This 7 point combo (or 5 if you leave out Juke) could actually be a useful place for R3.
Gunner - This only works on the ARC-170, but you can cancel a focus on your first attack, gain the evade, and then attack again on the Gunner shot. Again, this could couple well with Juke. The biggest issue with this build would be points.
BTL-A4 - Especially the TLT version - the title, while restricting your arc, gives you a primary attack followed by a secondary turret attack. So now you can get an evade token out of that mostly useless primary attack. The shortfall of this is that you're likely to have R3-A2 if you have the title, and you're probably a gold squadron, shooting (and getting your evade) at PS2.
So there you have it - a list of not entirely useless combinations for the R3 astromech. Do you think any of these will actually see play? Did I miss any combos that could work?