On the move/place/gain end of it I'd make a rules as intended argument in favor of Hondo being a double-crossing scoundrel with schemes within schemes. So given that ships can't have more than one of a command token the whole point is to create chaos and chaos is a ladder. So there is a here take this thing you can't use and that messes up your day and now give me something that I can use.
Hondo is a little game within the game. This has to be one of the most flavorful cards in either X-wing or Armada.