Krassis Trelix (36) – Slave I (0), Extra Munitions (2), Concussion Missile (4), Guidance Chips (0), Mercenary Co-pilot (2)
Agent Kallus provides an interesting option as well but it is only specifically against a single ship which is what I don't like about it. Also the Mercenary co pilot triggers with primary weapons in both arcs so has a bit more utility in the long run. Finally Krasssis' pilot ability will help with the missiles re-rolling any focus results if I don't have a token and/or re-rolling a third blank hit if that happens (knowing my luck of course it will).
Pilot skill 5 could be a problem when trying to get target locks onto higher pilots not in range but with some practice and sending in a 'wave' of TIE Defenders in first it should do enough to perhaps disperse the enemy towards the Firespray and/or get a better understanding of the flow of battle leading to a target lock and shots onto the enemy.
Combined with the usual squad it rounds it out to a neat 100 points:
2 x Delta Squadron Pilot (30) - TIE/x7 (-2)