Bandit squadron vs. Zeb [2E]

By Roller of blanks, in X-Wing Squad Lists

I'm building a list for 2e, and I really want to fit another ship with wedge, dutch, and ten. I have 4 points lying around, including a bandit squadron pilot. Should I spend the points on a FCS for ten, for a reliable double mod, or should I upgrade the bandit to zeb for a higher initiative, better statbar (IMO) and an ability?

Wedge Antilles (52)
Elusive (3)
Proton Torpedoes (9)
"Chopper" (Astromech) (2)
Servomotor S-Foils (0)

Ten Numb (50)
Debris Gambit (2)

"Dutch" Vander (42)
Expert Handling (*)
Ion Cannon Turret (6)
R5 Astromech (5)

Bandit Squadron Pilot (23)

Total: 196

View in Yet Another Squad Builder 2.0

I was playing around with a similar list for awhile that ran Wedge, Ten, Dutch, and Arvel Crynyd, mostly all naked. Consensus was that Wedge, Ten, and Dutch properly kitted were too expensive to leave room for a fourth ship. Wedge and Dutch really want Proton Torpedoes, and with the focus to red barrel roll ability, Ten really benefits from Outmaneuver and Proton Torpedoes as well. All that totals up to 186 points. The fact that Dutch has reload but Ten doesn't let me to drop Ten and add an ace in a Z-95 so I could fit Arvel Crynyd in the list. My final list ended up being:

Wedge Antilles (52)
Trick Shot (1)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-Foils (0)

"Dutch" Vander (42)
Expert Handling (*)
Proton Torpedoes (9)
R3 Astromech (3)
Shield Upgrade (*)

Arvel Crynyd (36)
Intimidation (3)

Lieutenant Blount (30)
Expert Handling (*)
Homing Missiles (3)

Total: 199

View in Yet Another Squad Builder 2.0