Having some PS1 fighters mixed into a Crack Shot swarm is a good thing; it provides you with some blockers you can use to screw around with other swarms, Contracted Scouts, etc, etc.
That said, building a Crack Shot swarm around the TIE/
fo is a bit of a red herring. Crack Shot is essentially ordnance - you're building for a maximum strength alpha strike. Which you don't get with TIE/
fo fighters, because it has no more firepower than a TIE fighter but significantly lower numbers.
'Thrown in' Academy pilots in a black squadron swarm work okay because they're cheap enough that you can still get a decent number of fighters. The extra few points for TIE/
fo fighters means that you need to think carefully about including them.
Zeta Ace isn't amazing with crack shot. Given his ability, he's one of the few pilots who seems tailor-made for Wired.
If you want to use a pure TIE/
fo force, then if you wanted to do a Crack Shot swarm, I might suggest accepting 5 ships rather than the usual 6 with 'old style' TIE/ln fighters;
You don't have Howlrunner, but you can provide a sort of 'dispersed howlrunner' in the form of Weapons Guidance.
5 x Omega Squadron Pilot (Crack Shot, Weapons Guidance).
It's not as good as the Black Squadron equivalent because you're short one shooter in the initial pass. However, it should be better able to fight
after the initial pass - a TIE/ln swarm will normally lose Howlrunner in the first pass, denying her bonus in rounds 2-3 and onwards, whilst you retain your Weapons Guidance bonus on each of the survivors regardless of who you lose, plus after the initial pass, the superior dial of the TIE/
fo should (in theory) let you fight better.
Plus, a 5-ship Omega Squadron force can fly approach with much less care for formation than 6 ships trying to remain within range 1 of Howlrunner.
Fo sucks the only one worth anything is omega leader.
Omega Leader is amazing but expensive (for a TIE fighter) - the others can be surprisingly good for their cost, though, much like some of the named TIE/ln pilots.
Zeta Ace is the other one you see quite a bit, and for good reason - he's very shooty for not many points, and with Wired up is surprisingly tough for something that looks like a TIE fighter.
Epsilon Ace...... He costs 17 points. Don't expect miracles, but a PS12 pilot, under any circumstances, is annoying as hell to the "Veteran Instincts Is Life" ace-obsessed crowd. Bonus points if you use Decoy to hand that PS12 to someone much more dangerous.
Epslon Leader - I see his ability. I agree it's an amazing ability. I don't see any practical use for it in a TIE/
fo squad; with the green dial of a TIE interceptor, did you really have trouble getting rid of stress? Theoretically, in epic games, he pairs well with Youngster/Rage, but it seems like an over-complex plan.