Here are some thoughts I had about Lando and his sexy Comlink. Any more thoughts are welcome.
1) Anyone can play it. No many cards are available to both deck builds. Comlink offers a low cost and high utility card to either side. This allows for some serious flexibility and consistency on both sides. But why does that matter? Well currently neither side has a specific advantage in a certain course of action. Neither side is better at damage, mill, dice manipulation or card draw. And this card keeps the balance in check.
2) Consistency is key to winning games. And this card is consistency on deck. First of all once you cast this card, you can either re-roll some/any of your dice then you can roll this die if your character attached isn't tapped out. 33% of this die is focus which gets you any die face you want or need and the other faces are pure utility. The biggest power of Comlink is that it triggers when you play it. Currently most cards trigger only with a special face being spent. Meaning you need to roll a special and then spend the special. 2 actions spent, and the opponent has the chance to disrupt your plans. Comlink just happens. That's powerful in this game. Comlink will always resolve 100% of the time.
3) Disruption..... the other side of the spectrum is control/disruption. And Comlink offers the best of both worlds. When you play it, you can re-roll that 5 damage on the AS-ST or the special on the opponent's Force Choke. If you see anything you don't like on the other side of the field, play this and deal with it. This card actually is a VERY strong counter to FO Stormtroopers and Sith Holocron. Sometimes the best time to play this card is as a counter and to destroy the actions spent by the opponent.
4) Actions are expensive in this game. Everything matters and every card/die matters. So imagine an opponent who rolls poorly, then spends 1-2 cards to re-roll the die to the faces they need. Then you play Comlink and re-roll the die you know the opponent was phishing for. Comlink is an excellent counter card to nullify actions the opponent may have spent the turn trying to setup. Timing is everything in a game like this, and Comlink is a king of good decisions and good timing.
Comlink is not broken or OP, but it is good. It is cheap and very effective at being a staple utility piece for almost any deck build. It does not offer any offense capability, but its disruption makes up for that in spades. It also offers a 1/3rd chance to get more die faces you need while denying the faces your opponent needs. I can forsee Comlink being in a lot of decks and being played at high levels just for the effect.