A couple of the major benefits of the scout, even later in the game, is it's ability to drop probes and mine layers. Probes act as a radar within a sector and are great for warning of a incoming bomber or a missile frigate rush. Another benefit to scouts is their extreme scan range, which is great to have around when attempting to spot that stealth fighter that just keeps picking off your miners. On top of that, the scout has the ability to carry the Nanite Repair gun which can be used on both building and fellow pilots. Just aim and shoot at one of your buildings or co-pilots that have lost armor and watch it creep back up.
Scouts can be one of the most useful ships in the game.
This fast, short-range vessel designed to protect fixed installations is the most deadly of all fighters even though it is hampered by low fuel capacity, poor scan range, lack of shielding, and incompatibility with teleportation systems. It is completely optimized to intercept enemies close in, but not to launch offensive strikes. There is no ripcord ability as well, which means escape is only possible via conventional means. On top of that, no missiles whatsoever may be carried or launched on an interceptor. They are the only ships to have access to galvonics which are one of most powerful guns in the game.