I think part of the problem/resolution for all of this is asking how and when you can deliver damage at what distance from your ship.
Yavaris can effectively project the three fighter attacks out to long range in spite of not having boosted comms or any movers. One of them has to be in position already, but FCTs allows that move from where two fighters started at medium range from the ship, to long range from where Yavaris began. If you try to intercept and pin fighters down, whatever you're using to pin those squads is either overhwlemed by Yavaris' activation or ignored by Intel.
What this means is any strategy used to hurt Yavaris has to be effective through a combination of timing and distance to overcome it.
In my experience, Yavaris works well because it can go at the end of the turn and fling attacks for maximum damage at long range with this combination. It delays you into oblivion with all those other activations, then goes last for cleanup. With Rieekan it doesn't matter if Yavaris is the first ship destroyed, because Rieekan preserves it long enough to still hurt something that tried to kill Yavaris- whether it's an ISD of some kind or Demo.
I feel my ARQ battery was a possible solution because it also maximizes possible damage at long range... from multiple sources. Even if Yavaris' B-Wings take apart one of my ARQs, I still have two more jamming fire downrange into a target of my choosing. In the latest iteration of my list I also have some Rogues- spread them out far enough and Jan can't cover all of them.