Well yes, in a campaign it is a different kettle of fish entirely. In that case leave them in hyper space, bring them out only when needed to kill something off if needed and then warp out again, whatever keeps losses to an absolute minimum.
It is a problem with both Shadows and Vorlons. they need to be in the game, they need to be hard because players want them to approach what was seen on TV, the SFOS buchering of them and the resultant complaints and changes shows that players want them to be powerful and that MGP are listening to that. However, there remains the question of balance within the game, at which point game balance and playability has to take over from the TV screen.
I don't think, even now, that they are quite right, although the changes in 2nd ed making them more like other ships is a move in the right direction, there are still areas that need looking at and areas where both fleets seem to be penalised for no apparant reason whatsoever, the cost of replacing fighters in a campaign being a very good example.
I think in their current format both fleets are heading in the right direction, extra ships for the shadows and a skirmish choice for the Vorlons, more powerful weapons for both fleets make up for the lack of AD and the multiple weapon systems of other ships. But both fleets still appear to be lacking something. I think in the end it comes down to a question of balance and playability, yes they need to be hard, but they need to be playable at the smae time. I think at the moment they are just slightly weaker in terms of damage for the vorlons and shield hits, especially the pinning points, for the shadows. I still believe the Vorlons need a Scout and maybe give the Shadow Cruiser at armageddon level the fleet carrier trait would solve some of thier fighter issues.