So when is Tel Trevura's nerf coming? =P There's clearly a systemic issue with the JumpMaster 5000 that has lead to: R4 Agromech nerf, Deadeye nerf, Zuckuss nerf, and Manaroo nerf. The first two are directly to address the Contracted Scout JM15k alpha strike, Zuckuss nerf is a direct nerf to Dengar, and obviously Manaroo is a direct nerf to Manaroo. It's clear (to me at least) that the ship itself is the problem, not the abilities and capabilities of the pilots of the ship. And in my opinion, it comes down to the white 2 left segnor's loop as the problem.
I find it very interesting that the first (and only) time they gave a white 4k, FFG (and Alex Davy specifically) was very cautious with making it OP, to such an extreme that it took 2 years and an Imp Vets package to make Defenders viable. And yet, the first (and only) time they introduced a white Sloop, which mind you was very shortly after introducing the sloop maneuver itself, they created a monster of a chassis that has been exploiting the meta for the past 18 months.
Let's review for a moment why the white sloop is critical to all of these nerfs. For the JM15k, the original nerf (which pretty much killed it from most top representations) allowed the lead JM5k to sloop out of the way, maintaining range on the opponent, and opening up the placement for #2 and #3 to both get shots in the second round. Ideally, you would have fired 5 torps between the first 2 rounds, and that was all due to the sloop allowing the lead guy to maintain range, arc, and still get his action. The R4 nerf shut this down by forcing you to move to OCR4, giving the lead guy a stress, preventing the R2 focus post white sloop. Had the sloop been red to begin with, there would not have been any issue with JM15k imo.
Then we move on to Zuckus/Dengar. The only reason that Dengar doesn't care at all about stress is that he can quickly turn around via his white sloop to keep everyone in arc. If the sloop was red, then Dengar w/ Zuckuss would have never been a thing as he couldn't afford to never turn around... Just look at the Decimator if you need proof that a PWT without a method to flip around struggles to keep anything in arc. The primary method for the Deci to do that is by utilizing its size and mandatory engine upgrade to boost out of combat and come around for another pass.
Finally, there's Manaroo. I actually don't have anything to say about Manaroo right now in terms of my white sloop argument, but I also thought she was pretty much fine as is, though I wouldn't have minded to see a R1-3 restriction on her. But the R1 is likely going to just kill her off of all viability.
Now, with all of these nerfs, I still maintain that the JM5k is a great ship. Dengar is still an awesome ace, and can make great use out of his crew, EPT, and droid slot now that they're not pre-determined anymore. His ability continues to be fearsome, and the white 2sloop allows him to not only sloop, but also then barrel roll afterwards. If my theory is correct, you're still going to see Dengar dominating the meta, but likely with Mindlink, providing him plenty of access to focuses... Or perhaps putting Bossk crew on him. Or both. With ML and Bossk, he can just stay away from green moves, and maintain at least one stress - he still gets around just as dangerously as before, but now he gets a focus via mindlink, and then a TL+F via Bossk if he doesn't push damage through. Perhaps you even put R4-B11 on him, so then if they attack him, he gets to reroll your greens anyways!
The point is, the JM5k still is a great ship, and it all comes down to the flexibility that the white sloop provides it. And all of these nerfs are a direct result of that maneuver.