ive tested variants but this the the strongest combination ive come up with (its nothing new or groundbreaking and iv seen it do well at some recent extended tournaments... i think it won one of the European nationals)
here is the squad.
Kavil/dorsal turret/proton torps/R4 astromech/han gunner/expert handling (63)
4-LOM/title/adv. sensors (59)
Palob/title (50)
Jakku Gunrunner (28)
Total: 200pts
expert handling is not essential but imo theres nothing better to spend 2pts on (some argument for trickshot on both Kavil and Palob but thats really just splitting hairs as trickshot isnt essential either)
0-0-0 didnt make the squad as points are very tight. To add 0-0-0 id need to drop the title from 4-LOM and expert handling (that might be worth it but im finding i need the added repositioning that misthunter title adds to 4-LOM.
even a single quadjumper adds a nice element of control and its surprising how much damage one gunrunner can chip in because it often fires after defensive tokens have been spent defending vs the other ships. I wonder if those 28pts could be spent on Capt Seevor. The mining ties have a great maneuver dial and Seevor's jamming ability could be useful both early and late game. Do jam tokens remain until a TL or focus/evade action is taken?
Edited by Da_Brown_Bomber