Agree with katadder! Some Narn need help --- my entrants are the Rongoth/Rothan, T'Loth/T'Rann, G'Sten, and G'Quan/G'Quonth/G'Lan/G'Tal --- but you have numerous fairly manouverale flet assets to choose from:
The Var'Nic, as pointed out by katadder, is excellent. I have a running debate with Ripple about it; personally, I feel it is superior to the Hyperion, and that's a good ship. Leverages CBD well, 4 die long-range beam, Hull 6 (perfect vs. Centauri), fast, 2 45's. Love it.
While the Ka'Tocs get the press, the Thentus and the T'Rakk deserve more love than they're getting. The Thentus is a 2/45 mugger that neds to get to range 15. It's not fast, but the good news is that the lower sped makes it turn faster. Tons-o'-guns. The T'Rakk has OK guns --- nothing fabulous, but is very large and can Close Blast Doors efficiently. This makes it frickin' enormous well suited for combat-initiative sinking. It has 2 45's also.
The G'Vrahn is still awesome, even with the changes.
The G'Karith is the total fighter answer at Raid-level. Two of these in a large fleet with their ability to CBD pretty much takes all fighter-based tactics off the table, while leaving the Dag'kars to fire on ships instead of fighters. A specialist craft, granted, but capable of bad things as the fight gets closer to War priorities.
And, oh yeah, the Dag'kar. In small fights, less than impressive; you might not get two ships with the same emine. At Battle- and War- level fights, there's candy everywhere; it almost becomes hard to find a situation where you can't get two, and you have options to get 3 ships at a time, so you're dumping 18 dice of Triple-Damage weaponry on the table every two turns. Wow! All this and Emines!