You are correct - Max 1 per conflict means that the ability can only be used once per conflict among all your Investigators. But you can still use Way of the Dragon to use it on both politicals, if you have a way to get him into both (Favorable Ground, anyone?).
Also, Yokuni can copy his ability and use it in the same conflict, since the Max 1 per limit is only among cards with the same title.
I second the recommendation for a second fish - with Ackbar and Home One, your red dice are *nuts*. Enhanced Armament is a nice call on the AF, although you may find you get better use out of a Gunnery Team - I found that it's easier to get 2 shots out of the same side against 2 different ships, than 1 shot out of each side. Or you could dump the Advanced Projectors and get both...
As to your defense objective, I can't recommend Fleet Ambush highly enough. Putting half their fleet in range of your train right off the bat is huge.
I don't know if I'd run Reroutes on those CR90s; I'd use Slaved Turbolasers. Odds are good you're only shooting out of one side, so that's a 4th die on each shot. Also means that if you do get stuck with a forward-arc shot, it's 3 dice as well.
Advanced Gunnery Fire Lanes (vs. Fleet Ambush?) Dangerous Territory
1 - I think squadrons remain weak (for now... rogue might shake things up a lot), and I think that after Gencon, I am expecting a lot of Imperial Bash lists (mostly glads rushing) to be the norm with regard to what I will encounter. Thus, I have taken a fast list to both avoid being boxed in by Gladiators and to avoid B-wing lists (I can fly away from the B's reliably). My only real worry would be a well-driven Rhymer blob, but in that case, I just have to go all-in on killing the carrier.
2 - I've gone with four ships, rather than triple whale, to make it a very dangerous proposition to let me go first if the other side has three or less ships. That allows the final ship to shoot, move in for a double arc shot (hopefully the paragon ship), then shoot and move again if my opponent is a triple ship Imperial list (still common).
3 - This list wants to go second in most situations other than the one above, which is why I roll at 300 points even. Most of my shooting prefers longer range, so making my opponent shoot first, then move just brings them closer to my guns while not letting them fire at short range first in the opening trade. The worst matchup for me would be a 6 corvette rebel list that wants to hang out at long range and chooses to go first.
4 - Advanced projectors is the pick so that I can maximize the durability of the whales. My goal is to never, ever lose a whale without making an opponent burn literally every shield on the entire ship (hopefully more than once with engineering), and to allow me to spam engineering with extra tokens from Garm in most confrontations to allow shield shifting / regen.
5 - Objectives... I am very comfortable with Dangerous Territory (please, feel free to fly through these obstacles and take damage to get to me, as going for the tokens makes it more likely to table someone and not going for them lets me grab them), and Advanced Gunnery is a trap for the other guy (I would give it to Garm's ship and then auto-activate Paragon every time I have a shot at someone).
1 - I am less sure about Firing Lanes, as although I'm confident that in the early going I will control them, that can get dicey late against bash lists. Simultaneously, Fleet Ambush can be very good to split that kind of list up and damage the coordination while shredding the early arrivers, as slow-rolling the middle for the back to catch up is the kind of delay you want to force that list into.
2 - I like Garm with the Whales, but is he the correct choice? I could, in theory, drop Paragon and take MM, but that mainly helps my weakest ships AND requires dropping Paragon, so I think this is a sub-par option. However, if I drop Garm and take Dodonna, I have room for Leia as well and a 2 point bid... I still think Garm is the right choice but I'm open to other ideas.
3 - Is there anything I'm not seeing here that just builds in a weakness versus what I expect will be an imperial heavy, bash heavy (with a side of Rhymer ball) meta?