Fearbox nailed it. I don't want to play "LI" / 10 orders with a TAG. But if you want to run a TAG, you have to cut somewhere. The Helots don't really provide orders (you rarely use them actively), but they create a nightmare puzzle. Yes they can be taken down, do you want to risk it? Seriously? My opponents wasted many models and orders getting rid of Helots, and in the end, I didn't really lose "orders" in the process. Also, my opponents ended up either gambling their game on a healable Kamau, or avoiding her entirely (wasting orders both ways). I initially had a Bulleteer Heavy Shotgun instead of the Trauma doc team (Trauma + Palbot = same cost), but then I had no way to heal the Fireteam (the Kamau being shock immune, if she drops prone, she's easy to heal). Was the EVO Hacker useful enough? The Trauma Doc? I sure used the machinist in every game, and the 17pts Varuna Div. is much less puny within 16". I don't know where to cut. But the recipe "globally" works. ("It just works!" --Todd Howard)
OK. I can see the logic in both of what you're saying. It'd be nice if you could drop a helot for a Zulu FO by shaving some more points around the place. Same camo shell game with a few less shells but one of the shells isn't lethal and can dive for objectives as necessary. But shaving points in that list is hard without losing a lot of orders. Out of curiosity, what were the missions on the day? I apologise if I missed it and you wrote it somewhere.