If the enemy allows you to get two shots on the same shield over a turn break with an (effectively) range-2 weapon, and hasn't shot you down, tractor dragged you to death or moved out of range at speed 24+1 in the interim...well, then I guess that just might work...

Well, given that many Middle Years ships have less than universally-thick shields, relatively low amounts of phasers, and not quite as much power as their later refitted selves, there is that less room for them to act.
Six fusion beam shots from a Ranger's Stinger-1s aren't to be treated lightly, and if a target ship can somehow stop all six from firing again across the turn break, how much would that leave to try and deal with the fire coming in from the Ranger itself?
Dan Ibekwe wrote:Those systems are pretty much the same as they were in Middle Years SFB. The St-1 has lost half its firepower in comparison.
Well, if you really feel dissatisfied about using them, you could either:
*Discount the point values for the Stinger-1s on whichever ships would carry them, and pay the cost of whatever additional ship/s one could instead add to the force you wish to fly,
or
*Run a few scenarios with the Stinger-1s, experiment with them, and post up your results.
If you want Stinger-1s (and, subsequently, Stinger-2s) to be able to fire both fusions per turn, it may be better to try and show why not having them harms the Hydran player, rather than making things uncomfortable for the opposing captain (who can't brick a shield in FC they way they can in SFB, to absorb the fire that massed Stinger-1s can still dish out).