Remove the stress, make it once per round. Dace gets good.
Remove the stress, don't make it once per round and Dace gets awesome in a squad where someone has an EMP.
That's fair. Might be overkill to have someone just have a squad of Zs + Dace to do a Super Feedback, auto 4, 5 damage. Maybe to prevent this, have Dace's ability be a must and not a may, and have it effect friendlies as well.
When a friendly or enemy ship at Range 1-3 receives at least 1 ion token, if you are not stressed, you
receive 1 stress token tocause that ship to suffer 1 damage.
EMP is unique. So you are only doing the Dace + EMP bomb combo once. I don't think that combo would be OP at all.
2 unavoidable damage to all enemies in range one of the EMP carrier? It may not be OP but it's pretty **** powerful.
Ion bombs would be a little harder to deploy but just as damaging. EMP the first round, then drop a couple of Ion bombs the next and you've dealt 6 points of damage to anything that got hit by all 3.
...Relying on a ship with 5 HP and 2 green dice that still has to be within range of the victims and costs at least 1/3 of your list.
It's kind like saying, "Wedge's ability is too strong!" It is strong, but it's stapled to a ship that dies in the first or second round of the actual furball, unless you dedicate yet another ship (Biggs) to making sure he doesn't die.
With this errata, Bonearm would become the obvious target; he's what the list relies on. You'd need to kill him before getting rekt by ion damage, and it's not hard to kill an HWK. A Bonearm player probably need to skip the offense and go straight defense with a Cloaking Device and maybe RecSpec.
It'd be a win-all, lose-all list, but wouldn't be OP, and most important, it would mean another pilot with an interesting ability would be seen in tournaments.