What upgrades do you use?
My general list:
Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade
Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade
Captain Yorr + Fire Control System + Gunner + Intel Agent + Engine Upgrade
Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.
Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.
Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on.
Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.
Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.