Unless I'm missing something here the Merchant Wild Flare is a lot nastier than the power.
The Wild Flare: As a main player or ally you can add 1 point per card in your hand after cards are revealed, at no risk basically. So an average of 8 cards in hand (tonight the person in our group that had it had 15 cards in hand.
vs
The Merchant power which has to set aside cards before the reveal, which then are at risk if I lose of going to the discard pile.
If I read the power correctly the cards act as ships so If I play a negotiate I could get compensation for my "lost ships" which is nice but vs the wild flare, not that big of a deal. And the "Super" still isn't all that great compared to the wild flare in my opinion.
In our house rules we've decided that the flare should be a discard after use.
I'd love to see an "official" comment on this at some point.