with the nerf to manaroo, some people are wondering how things will change... I believe there are 2 solid choices for revising the list. unless of course you think the change is negligible and want to play it anyway. I think the general consensus however is they should have left manaroo at range 1-2, as range 1 is rather limiting even with it being a large base ship.
REVISED PARATTANI
100 points
PILOTS
Old Teroch (30)
Protectorate Starfighter (26), Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)
Contracted Scout (28)
JumpMaster 5000 (25), Intelligence Agent (1), Unhinged Astromech (1), Attanni Mindlink (1)
Asajj Ventress (42)
Lancer-class Pursuit Craft (37), Attanni Mindlink (1), Latts Razzi (2), Gyroscopic Targeting (2)
REVISED PARATTANI 2
100 points
PILOTS
Contracted Scout (28)
JumpMaster 5000 (25), Intelligence Agent (1), Unhinged Astromech (1), Attanni Mindlink (1)
Asajj Ventress (40)
Lancer-class Pursuit Craft (37), Attanni Mindlink (1), Latts Razzi (2)
Fenn Rau (32)
Protectorate Starfighter (28), Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)
The first list offers teroch as a token stripper to deal with some of the token stacking meta problems, start off using him as just a focus engine until you find a good time to dash in and strip w/e you choose of its tokens for the team to drop. the bumpmaster change allows for better planning, and the gyroscopic targeting can be used to increase action economy on asajj, or used to *juke* opponents by bluffing the rotation at the end stop leading them to think they know which way you intend to go.
The second list simply drops manaroo to a bumpmaster, also made this change in list 1, this will allow you to make more informed choices on what actions to use and when, the unhinged allows you to remove stress more easily. you keep all the rest of the list the exact same.