There is a common narrative that fleet troopers and pathfinders are inefficient for their points. When you break it down that not only isn't the case but in general is the opposite. Now i'm not about to go on a rant claiming that these units are better than RT, that min/maxing isn't the best way to win a tournament or that these units don't have flaws. Just simply showing that these units deserve another look and that maybe they have been judged to harshly or in some cases incorrectly.
First lets break down the math of the dice in average damage per:
White - .250
White/Surge - .375
Black - .500
Black/Surge - .625
Red - .750
Red/Surge - .875
Rebel trooper - 40 points 4 black - 2 damage - .05 damage per point - range 3
Rebel trooper Z6 - 62 points 4 black 6 white - 3.5 damage - .057 DPP - range 3
Fleet troopers - 44 points - 3 damage - .068 DPP - range 2
Fleet troopers shotgun - 67 points - 4.75 damage (w/pierce) - .071 DPP - range 2
Pathfinders - 68 points - 3 damage - 3 damage - .044 DPP- range 3
Now everything will be measured against the RT since it is regarded as the most efficient unit specifically the z6. I also understand that terrain build plays a heavy roll in this discussion but there is no way to really quantify that.
Rebel Troopers vs Fleet Troopers
We see that while at range 2 the FT for a mere 4 points more at the base squads, do 50% more damage than rebel troopers thanks to their surge. That is a massive increase in average damage. Even looking at the costs it is a 36% increase in DPP, again massive.
When we compare their most common heavy weapon options (Z6 and shotgun) it isn't as big of a gap but still an increase of 36 percent average damage, though the DPP difference is margin at 4%. The big difference there is the presence of pierce 1 on the FT.
Why is a 50% increase in damage naked and a 36% increase in damage with a heavy weapon overlooked? Another way to look at is the Z6 vs the naked FT. The Z6 only does 17%, or 0.5 average damage more than a naked FT. The Z6 actually has a 19% worse DPP.
A common argument against FT is that they get wrecked by snipers. Yeah, so do RT. The difference of having a range 2 weapon vs a range 3 weapon is not worth mentioning. Their defensive capabilities against a sniper are identical. I think this all really comes down the perceived ineffectiveness of range 2.
Rebel Troopers vs Pathfinders
The Pathfinders are not as crazy in the discrepancies as the FT, and it is true that they have the lowest DPP of the three units, so if by having the lowest DPP makes you points inefficient than okay. However I think once it is broken down you see it isn't a matter of point inefficiency as points being spent in other areas. At its base the pathfinders do 14% less damage next to a Z6 while costing 6 points more and a 12% drop in DPP. At the end of the day though we are talking about 6 points, which when looking at Danger Sense 3, Dauntless, Infiltrate, Courage 2, and additional upgrade slots, all of a sudden 6 points isn't a big ask at all.
While they defensively will still get wrecked by snipers just like everyone else not named Sabin, they are significantly better than both RT and FT against other attacks. Danger Sense 3 maxed out, which isn't hard, on average adds another block.
Conclusion
None of this is to say that these units are better than RT or that they do not inherently have flaws. The FT have range 2, which can suck at times (though the grenade launcher is range 3 but I'll save that thread for a different day). The pathfinders can be very dicey and the usefulness of infiltrate can vary wildly by game. When you look at point efficiency though, I don't think you can say FT or pathfinders come up short. Ineffective? sure (though I will defend FT to the end), but the numbers don't defend the inefficient narrative especially on the FT.
May the dissenting begin.