Grand Admiral Thrawn - 32 points
After deploying fleets, place 3 facedown command dials on this card. At the start of each Ship Phase, you may reveal and discard 1 of those dials. If you do, until the end of the round, before each friendly ship activates, it gains 1 additional dial matching the discarded dial.
So, who wants multiple commands? You only get to use this ability 3 times, but honestly, you're probably only going to be needing to make multiple commands for 3 rounds of the 6 anyways. Also, what commands would be best to double up on? On the surface this looks like an incredible ability, but it quickly becomes difficult to not only plan what bonus commands you will want to use, but also when they will be most useful.
A quick refresher on the commands, and how useful they are:
Concentrate Fire - Add one die of any color already in your attack pool. An add damage effect is welcome. Gets better the more ships area able to attack. Many small ships benefit the most.
Engineering - Gives you your Engineering Value worth of Engineering Points. The more Engineering Value, the better the result. Doesn't do much good if you've not been attacked yet, unless you have projections experts. "Larger" ships benefit the most.
Navigate - Change speed by 1, add one additional yaw. This should be the default command if you have nothing better to do. Good all the time. Good with any ship. Some ships builds more or less require it.
Squadron - Activate your Squadron Value worth of squadrons. Alternatively, utilize a boarding team of some sort. More beneficial the more Squadron Value you have (or if you have a boarding team equipped).
The most obvious answer for using Thrawn is to make him the Navigate commander. Dial in whatever you ships want to do (Concentrate Fire / Squadron) and pop Thrawn on turns where you will need to change speed and have something better to be doing. This lets you build a balanced list (not everyone wanting to Concentrate Fire or Squadron Command) where ships are free to make an "offensive" command during skirmish or engagement without worrying about losing out on positioning.
Alternatively, if you've ever run one of me and Shmitty's old Garm Projection tank lists, you can see how you could tailor this to Thrawn. Your heavy hitter gets Engineering, your Inter-doctor gets Engineering to move shields over to your heavy, your Repair Crews Gozanti gets engineering to heal hull damage. Let's face it, you only really need 3 rounds of Engineering to the Max anyway.