Remember, that 4 dice is a conditional bonus, you only have 3 dice by default. And with a five-ship list it can be hard to keep your flanking ship out of range 1-2 of everyone else without making bad maneuvering choices elsewhere. So you may have to make the awkward choice between spending your one-shot weapon without the bonus or saving it and hoping that your ship doesn't die before you get another chance (a pretty significant concern for a z-95 with no maneuvering actions). And even when you hit it's likely that you'll only get 1-2 damage through their defense dice, which isn't enough if your y-wing dies before it can knock some
HP off.
Also, flanking comes with its own drawbacks. With only
PS 7 you have to deploy him before your opponent's arc dodger(s), so if you set up on a flank away from the rest of your ships it's very easy for your opponent to deploy directly across from him and make him a priority target. An isolated z-95 against Whisper/Dash/Corran/etc is a dead z-95, and even if you fly him slow and wait for the rest of your ships to join the fight you've just lost your re-roll and extra attack die.
If my understanding is correct, if you only roll one hit, you could actually pick it up and reroll it with Lone Wolf
Nope. Lone wolf only allows you to re-roll blanks.
His on green dice benefits from the boost but also now the Soontir Fel or Whisper is trying to keep Kavil in his arc while staying out of the arcs of 3 more ships.
His green die benefits, but it's still only one die that can stop a maximum of one damage and even with the re-roll it isn't an automatic evade. And flying in formation makes it
easier to dodge your ships since they're effectively a single ship with a really big arc instead of multiple ships that can split up to cover multiple areas.
But I think passing out 3 rerolls on ships that normally have a hard time dodging shots is a pretty good use of her pilot ability.
It really isn't, because you have it completely backwards. Serissu's ability is great on high-agility ships because you're rolling enough dice that a single re-roll can be the difference between taking no damage at all and losing one of your precious few
HP. On low-agility ships you tend to have more
HP and not really care what the green dice do. A re-roll is only the difference between taking damage and taking a bit more damage, you're still taking damage and the clock on your ship's life is still ticking down. And this difference is amplified by the fact that high-agility ships are likely to save tokens/actions for defense to modify those green dice (so a re-roll to an eye is a success), while low-agility ships are rarely reluctant to spend them on offense (a re-roll to an eye is a failure). In fact, think about it this way: Serissu's ability costs you 6 points compared to the cheap generic, which is enough to buy two hull upgrades. Assuming each ship always rolls at least one failure on defense a re-roll is worth 3/8 of a
HP every turn. So, to break even on the pair of hull upgrades you need to use Serissu's ability about 5-6 times. That's at least 2-3 turns just to break even with an upgrade that is almost universally considered a waste of points on low-agility ships.
She's also PS 8 with Barrel Roll evade, 3 agility and push the limit so she can be very slippery indeed when she needs to be.
You know what that description also applies to? A-wings. And high-
PS a-wings (at least without proton rockets) are usually considered too expensive to be competitive because of their low firepower. You can dodge all you want but because you aren't doing much damage your opponent can just save that ship for last. X-Wing rewards killing stuff asap, not just flying around in circles and staying alive as long as possible.