They suffer a bit the same way any jack-of-all-trades suffers. Okay at everything, great at nothing.
I am retraining my Imp tactics and haven't dug tnto squadrons. Wikk be re-evaluating firesprays and 666s.
My view is that Firesprays make excellent bombers and passable fighters, rather than that they're a jack of all trades. Two blue dice is a great anti-ship armament - often more useful than one black. Three blue anti-squadron is less powerful, and they're never going to serve a primarily interceptor based role, but with no heavy and 6 hull they're excellent at tying up enemy formations long enough to prevent damage being done elsewhere. Their biggest advantage against both squads and ships is that rogue keyword - they form an independent fighter threat, and that means that points are being spent directly on ways to do damage, rather than on ways to activate the squadrons.