So I've been doing more experimenting and I find the Subjugator issue is getting worse in my eyes. They function as a sort of zoning option to prevent melee from getting close and to counter that, but Overseers are straight up superior in every way. Let me paint a picture.
If you go down the Syndicate mod line, you get access to two VERY powerful mods. The first lets your overseers give a battlefield wide damage boost to all indentured. The second boosts indentured crit chance by 25%, bringing it up to 35% BEFORE morale bonuses. And indentured cannot suffer from negative morale penalties. So you might be thinking that you just need 1 overseer then bring a Subjugator. But wait, there's more!
Because that battlefield wide inspiration mod is a psionic buff, you can add riders to it, which are plentiful in the psionic weapon line. You can custom tailor your overseers to whatever fight is coming. You can add a 15 hp heal that hits the entire battlefield. You can add a STACKING +3 to shields. If you don't mind wasting the damage bonus later in the battle, you can give them all +6 or +9 shields for the first 2 turns of the fight. You can adjust for duration or intensity based on how fast you fire off. You can add mantra of clarity to give them all light obscurement for 20% miss chance on enemy attacks vs them. Or you can put on an elemental specific focus and give +6 resistance to biochemical or thermal damage channels.
And I haven't even touched psynumbra yet. No literally, I haven't actually played a game with psynumbra! I'll probably be revising and upgrading if it has good buff mods.
The fact that Overseers can cause exponential force multipliers blows Subjugators out of the water on both cost and power. The way I see it, Subjugators kind of fail in their intended role. They don't have great offensive capabilities. Broken Mind, while nice, is only 100 morale penalty. It doesn't get good unless you stack it, which requires dedicated Subjugators stacks. But that's incredibly risky because all their good abilities require 3 action points and they're just begging to be staggered. So they are inferior to overseers in a support role, and unfit to be used in a dedicated combat role either.
Tbh, even Mirages stop being useful out of midgame because Overseers provide better defensive value, without being limited to a 7 hex area. They also don't need to expose themselves.
I feel like Syndicate has a weird situation where they have FOUR different supports, but only 2 of them stay relevant. One is pretty awesome in earlygame then falls off. Ths other is never really good. Overseers are insane. And the Zenith is just awesome.
The one exception is Subjugator vehicles for heroes. It's still not great, but if you're a pilot in mid to Lategame there's not much else you can do. You can stay in the APC for ANOTHER accuracy buff. But at that point it's competing with all of your other actions gained from mods. If you're using tons of items, the Subjugators situational abilities aren't as bad because you spend all your turns doing other stuff. Also, your hero will have auras. So in that case it's decent. TBH though I still think an APC might still be better. 20% accuracy on top of everything else is no joke, and still better than a mediocre debuff or 1 rez. The rez is still really good though to be fair.
Edit: However, there is one neat use of the Mirage I haven't touched on yet, but its not really a combat thing exactly. Going to make another thread on it.