Listening to the most recent Gold Squadron podcast, I was struck by how often the discussion circled back to making choices. Palpatine, Zuckuss, and (indirectly) X7 errata all create more opportunities for players to make "interesting choices." I sincerely hope that FFG is paying attention to these fixes and why the are being forced to change cards like these. If the game developers learn from these missteps we should see fewer cards in the future that decrease player choices.
(Sid Meier's ideas on game design don't apply universally and I don't want to get too sidetracked on game design theory here. I don't claim to be an expert or even particularly well-versed in the field. XWtMG is a pretty good fit for the strategy game model that Meier is famous for.)
Making "interesting choices" is one of the driving forces that makes X-wing fun to play. Predicting your opponent's next move and the fickle nature of luck also play important roles. Nearly all of the major errata can be explained as attempts to (re)introduce more interesting player choices.
Choosing a decloak direction after every other ship has moved is not an interesting choice. Using Palpatine (or not) after all dice have been rolled is not an interesting choice. Zuckussing all the dice forever is not an interesting choice.
"Interesting Choices" cannot be the only lens that should be used when considering new upgrades but I do hope that Mr. Davy and Mr. Brooks and company are paying attention to the pattern here.
(Manaroo, and the JM5K in general, is a different beast altogether. The ship is just too good for its cost.)