I'll point out, CR doesn't mean much until you dip below 40%. My last RC12 run was crew training + derelict contingent + automated ships. I was running two Radiants at 42% CR (with 4 d-mods each, in a hull tanking configuration - i.e. shield shunt, related hull mods, and basically 537.5 residual armor). They didn't really die, and were killing the enemy fine. Their CR caused them to take the following penalties:
-2% manueverability
-2% damage dealt
+2% damage taken
autofire accuracy: poor
It just doesn't mean all that much - other than preventing multiple deployments. But if you're desperate, you can spend a story point to bring them back up to acceptable CR in a multiple deployment situation I think.
An alpha core Radiant with 45% CR is much better than a gamma core Radiant with 60% CR, for example. 4 more elite skills is much better than 2% damage tweaks.
What have you tried Radiants up against out of curiosity where they weren't performing enough to be worth it compared to special modifications? I mean, I've found them to be worth their weight in end game fights.
It only has 1 heavy energy slot so 1 Tachyon. lol I wish 6.
Radiants have 3 large energy, 2 large synergy, 4 medium synergy and 10 small energy slots. So it is neither 1 nor 6, it's 5 Tachyon lances at most. But to be honest, they make better flux free missile ships with 3 large energy weapons added.