Navigator powers

By Coldshard, in Rogue Trader

Is there any positive opinion about the disrupting the empyrean power?

My nav. player takes it on character creation, after reading it's description roughly ("Woah, I can summon mini-warpstorms? Awesome, I get this!"), he also made a nice backround story how he learns it, and uses it to make some dark eldar ships(which threatens the ships of his navigator-family) to crash into a planet. But before we can start the first adventure, we read the description thoroughly, and I say that power is really sucks. More precisely, it doesn't mean any threat to the enemy.

The description says: "Ships wishing to enter the warp, must travel out of the area, or risk damage ."
Damage is the keyword in this sentence.

Basically, with a not so powerful navigator(WP:45), you have 25% to add -10%/DOS to the test to enter/exit the warp. (Max -20) If the pilot fails it, it's ship takes a devestating 1 point of damage to it's hull integrity. So terrifying, I feel my legs shaking. :)
On the next levels the 1 point damage becomes 1d5, and on master level, 1d5+DOS, which is still lame, as you can't get more than 2 DOS.

So my question is:
Why any captain, who is not a coward worm, not go through a warp storm which causes 1/1d5/1d5+DOS point of damage to it's ship, which has 30-70 hull integrity?

I want to convince my player to keep this power, cause it's sounds awesome to create mini warp-storms, but it doesn't have any practical use, or serious threat factor, and he can't get another power until rank2, so I can't judge him when he said that he change it to any other.

So does anyone used this power with his nav effectively?

1) I don't get why you say you can't get more than 2 DoS with ther Mastery of the power, since a Navigator can have WP 55 + 20 for Mastery - 20 for the Diccifultyu of the power, that's 55% base. You can spend a Fate point for 65% chance, roll a 01, get 6 DoS then spend another Fate point to add an additional DoS for a total damage of 1d5+7 that ignores Void Shields and Armour (also remember each point of damage to the Hull is also damage to Crew Population and Morale).

2) The key here is that a SINGLE GUY without weapons is capable of doing 1d5+7 points of damage to every vessel on an enemy fleet within range. Again, A SINGLE GUY without firing any Component Weaponry. That's freaking powerful and badass!