So, a lot of people here know of me as "The Rules Guy" or something similar. I don't have a blog or anything like that, nor do I normally have very long and poignant things to say, if I'm not discussing rules.
Right now, I'm going to elaborate a little about what I refer to as the "Theory of Three". So if you see anyone, in particular, me, refer to the Theory of Three, you realise what we are talking about.
Some background, I've been heavily into game design in my Young Adulthood, and have a few known things to my name in collaboration, so I have a little insight into generalist "game design" and how to think things through on it - but I would also like to state that, at no time, do I consider myself a "Games Designer" - the great people at FFG have that horribly difficult job, and I do not envy it - so this is more, if anything else, to peel back a little mysticism, and point out what I consider to be "an issue".
That issue isn't Cluster Bombs. But Cluster Bombs bring me to that issue.
In this world and Meta we have of High Squadron counts and individually effective squadrons, I am constantly looking at what I can do about it, and suggestions I can make to my own fleet building clique as sorts.
But let's start with the Cluster.
This is, seemingly, a universally hated card. "It'd be better if it weren't an exhaust". "I'd use it if it could reroll."... These are most often the statements I get about it.
And you know, it would be awesome. If it were not actually, legitimately, balanced upon what is essentially the "Standard" for Defensive Retrofits.
That Standard, is 3.
3 Points of Damage. This could almost be put more down as "Two Points per Damage Effectively Saved", but we'll go in that in a moment.
So, let's look at the Suite of the Defensive Retrofits.
Cluster Bombs
Advanced Projectors
Redundant Shields
Reinforced Blast Doors
Electronic Countermeasures
Early Warning System
We have 6 choices, and basically - you only see 2 of them with any regularity. One or two others you saw previously before the Meta shifted, but few are as Universally Derided as the Remaining Two. Why is that? I mean, sure, hate on Cluster Bombs - but you can't Hate on Cluster Bombs and Love Reinforced Blast Doors, they're pointed very similar. Given that the Meta has a vast majority of Squadron Heavy attack fleets, I'm going to (temporarily) disregard that as a factor. Again, Temporarily.
So let's look at the Theory of Three.
Advanced Projectors

These came out with the Assault Frigate Mark II, and is pretty well designed to run with that sort of ship, or on a Mon-Calamari Cruiser. Effectively, with good Redirect Management (outside of any Engineering Moves), Advanced Projectors is going to save you 3 or 4 points of Damage. Most likely 3. How do I get to that? Advanced Projectors allows you to access the Shields on the FAR facing to your angle of attack. This pretty well averages to 3, when you consider its use on 4-shielded MonCals, and on things like ISDs, where on the larges you're getting two Redirects to work with. Its cost is 6 points. 6 Points for, again, a rough estimate of 3 damage saved, as you're likely to die without those shields, rather than have them intact.
Reinforced Blast Doors

These were much more popular in the past with the concept of the Rambo90, but its lustre has faded as of recent note. Why is that? Its because, essentially - it conforms to the Theory of Three. It saves you 3 Hull Points, because that's what it restores, once, and done. It costs a point less than expected (5 instead of 6), but I can very easily attribute that to its two biggest caveats - one, that its timing isn't at or during an attack, its at the start of the Ship Phase (so you must survive to use it), and that it is only Face Down damage cards, and you may indeed not get the full 3 the whole time unless you're really risking it. Essentially confirms to the Theory of Three.
Redundant Shields are another Maligned one.

Its just one Shield at a time. Its at the end of the Turn. It takes up a Modification. Now, well, with all of those, really the Modification I feel is the only Legitimate complaint. For 8 points, you can basically say "4 Damage saved", so does it do that?
Surprisingly, yes. Albeit in the worst of situations. By triggering at the end of the Turn, you can expect to "make a difference" on up to 5 shields gained... (Gaining a Shield at the end of the 6th turn is pointlessly irrelevant, because you either lived or didn't, and you can't use that shield to save you further), but it is Theoretically Possible to gain all 5 useful ones... You can't tell me that people can't attack you on the First Turn (See: Nose Punch), especially with the Forward Deployment styles of the SSD coming along, its something you're going to have to prepare for - earlier engagements... Now, that being said, 3 Damage is far more likely, and 4 is still a possibility if your engagement is turn 2... So with a spread of 5-3, you can basically say that 4 is an Average, and... Well. Look at that. 8 Points is 4 Damage worth. Theory of Three, even though its Four!
Cluster Bombs.

The part you have been waiting on. How does Cluster Bombs factor into the Theory of Three given that it doesn't actually Heal, Save, or actually Transfer damage? It may feel a little bit nebulous, but hear me out. 3 Damage is still the effective expectation of Cluster Bombs, being that 4 Blues, counting everything but ACC results, averages to 4x0.75, or 3 damage. 3 Damage is also the baseline Average Damage of a TIE/Y-Wing Bomber when its shooting at you with its Black Die over 3 Turns. Why 3 Turns? Because the Average Flak Damage out there by General ships is somewhere less than 1 per turn (unless you're a dedicated flak raider), so 3 Damage from Cluster Bombs, which CANNOT be Braced or Scattered (as it is not an attack), is giving you a Leg Up on 3 Turns worth of Flak Damage, and thus if you kill the enemy squad 3 turns earlier, that death saves you 3 turns worth of Damage. Or in other words, 3 Damage. Theory of Three. Again, due to its "considerations", it drops a point as an incentive because that Damage is Random, and its flat odds, no modification.
"But Dras, what if they ignore that ship and just target something else?" Then Mission Accomplished. You paid a 5 point premium to make the Ship you not wanted attacked by Bombers to Not be Attacked by Bombers. How is this a bad thing?
But now, now we're getting to the Breakers. The Theory of Three works for the "Majority" of the Defensive Retrofits, in such that there's 4/6 of them covered that way. There are two specific outliers, and well, we know the single biggest one.
Electronic Countermeasures is the main one.

This one breaks the Theory of Three because, for its measly 7 points, its capable of saving you FAR MORE than 3 Damage in a single use, let alone well managed over a game. Even if you Burn your Brace immediately using it, dumping off its usage straight away, its probably saved you 5, 6 or even more damage than not having it. Well measured and managed, an ECM can save you upwards of 10 points of damage a game. At our 2 points per damage saved, we could *easily* write that down to say, 7 or 8, call ECM 15 points, and have a game on (in due consideration for things like, Brace stripping Sloane abilities and Nym and such which renders it useless).
Early Warning System is in the same bent

- by virtue of the fact that EVERY time it blocks a squadron from shooting at you, its saving you at least 0.5 damage, more likely 0.75, and quite often 1 (again, without things like Toryn or any BCC rerolls). Which means that, a bomber cloud can easily not get a single of its dice through to you - and even if they do, because they're something silly like a B-Wing or Maarek - the damage is flat out halved at the very least. Again, well beyond saving you 3 points of damage a turn, let alone a game...
The choice of ECM or EWS for saving you Maximum potential damage basically comes down to a Meta call. Do you forsee your major sources of damage coming from enemy ships with large punches? Then ECM. Do you forsee a bomber cloud being your major points of incoming fire? EWS is the better call there, as EWS does little to the 9-die incoming Imperial Star Destroyer assault, but ECM is also doing little when a bunch of bombers decide to ruin your day in one and two point drips.
In the end, Defensive Retrofits are essentially two-tiered, personal preferences aside. This is those who conform to the Theory of Three, and those who break it - and in all recorded instances thusfar, those who break the underlying Theory of Three are doing so in a positive way for themselves, rendering those that conform as "Secondary".
So yes, in reality - its not that Cluster bombs are Bad. It is that we, in our efforts to spend our points most efficiently, have really only been given 2 legitimately efficient choices, any personal preferences aside. ECM and EWS are, arguably, too good for the rest of them. And since they are the Minority, they are the outliers that we must consider - and continue returning to. And it is telling that the only Retrofit designed in our "Modern" Era is EWS, and that is, again, on the same power level as ECM is for its Meta choice.
In the end, there's little that we as players can do about it - other than, essentially, get our hate sorted a little better. If its not ECM/EWS, then its Second Class, and should be equally made fun of, unless you're going out of your way to do something *really* peculiar.