anyway these theoretical arguments are pointless when you can just look at how it's been working so far in the actual game. and you don't see situations in which bad players beat good players just because they use dash, which after all is the ultimate criterium by which you should judge if an ability is too powerful for the skill required to use it to its full potential. there are many other abilities (fury, mind trick, grip, mando rocket, secondary nades) that, similarly to dash, require little to no skill, but are extremely powerful and can be the basis of viable builds. those abilities do enable players who arent as good at the game to beat those who are just because they chose a build where the maximum effectiveness is achieved by clicking your main ability
i think it would be good to focus on these first before nerfing a class that is already below average
Gonna pick this apart for a moment.
1. When you implement or balance an ability, you never balance it around good player versus bad player. You balance it around the hypothetical average player skill currently present in the game.
2a. Fury and mind trick I agree are just as strong and require about as much skill as dash at the moment, and they could be toned down a little bit.
2b. Grip, with it's long as hell time to activate can't really be bunched up with fury and mind trick. Mind trick makes you invisible to all but SBD with advanced sensors (who buys that?) and Sith. Fury lets you mindlessly run at enemies. You at least have to think about where you are when you use grip, 1v1 or otherwise.
2c. Mando rockets and frag grenades are a different discussion entirely. The current use of mando rockets and secondary grenades fall in with the "vengeance over smart gameplay" menatlity a lot of players seem to have. People would rather use their rocket or grenade to kill someone they don't like than save it to make a more tactical play on the map later on to get the win.
3. Dash in the hands of an inexperienced player can be just as good as the above mentioned abilities. The benefit is a flat learning curve, it doesn't take much time to learn how to use effectively, because similarly to rockets and grenades it's a click-instant activate displacement, just on yourself instead of on enemies. Combine that with how strong E-11 and Pistol 3 are and you get a stupidly annoying class with an instant blink.
4. A class that is picked as often as hero for it's ease of use can't really be considered underused. At this point in time, there are very few classes that are underused, but hero, Jedi, Sith are up there in top picks.
Now everyone has an opinion, and that's mine. I use dash all the time and I enjoy testing it's limits, but if you play it safe you're almost guaranteed a victory in most 1v1's.