@Burger - Yep agree there for the most part, the key to playing Shadows in campaign is to inflict as much damage as you can and withdraw without loss whenever possible. You wont ever have to pay to reapair and if you can keep this up for a while and only press your advantage when its critical and you can win overwhelmingly you will do very nicely in the long run.
@Da Boss - Agree on the ancient, I might go to 2 Young ships as well, and might drop one scout for some wings of fighters (yes they suck but in really low PL games they can have their uses) (If you end up facing say, a lone Vorchan or something, those fighters can suddenly seem quite nasty....)
@Shadowqueen - I would hope he could figure that part out without advice or frankly I think he's beyond help and should put the dice down and back away slowly

That said it's something that new players could overlook. Shadows are NOT the juggernougths they seem to be in the show and you cant just sit there and take the enemies fire without effect and need to take full advantage of their manueverability to win.
@Adrian - Yep, the Stalker blows. Even in a lower PL game I still think I'd take 2 scouts over it almost every time I'm trying to think of a situation I would actually use it but nothing springs to mind, yes young ships can get pinned but they can also take alot of damage before they actually die. They can make good 'anvils to lure in your opponents beam forces while your faster shorter ranged packs of scouts outflank and hammer them from behind/sides). 18 damage is about average for regular beams but for precice beams you'd expect them to score a decent number of crits too and dish out a bit more. Regarding hypersapce, absolutely, use it whenever you can as a Shadow player in fact often a hyperspace allowed scenario is virtually an automatic win for the Shadows in my experience (remeber though that the enemy can (and unless theyre clinically INSANE, WILL keep some ships in reserve himself in such a scenario to stop the shadows jumping in behind his entire fleet. Well unless your facing Vree who just wont care what direction you come from

)
To the original poster:
1)As everyone has said before me, yes the Stalker is arse. If you can afford to take a Young Shadow ship instead and if you cant then swap it for 2 scouts. Now the lack of a skirmish option can make things tricky in really low PL games but at no level of play I can think of is the lack of a Battle choice going to cause any real problems since you have an excellent Raid option and an Excellent War option (and an horrific Armageddon option in larger games). As another adition to all this I personally actually think shadows in CAMPAIGN play will tend to have a harder time to an extent in high PL games. Basically the reason for this is that YES you do have expensive ships and thus cant field your nastier ships most of the time in lower games but in big games your opponent can focus so much firepower on one of your ships that the chances of getting through with NO LOSSES is slim and that for first ones is the trick in campaign play. Shadows do well at raid and battle in my opinion and indeed in say a 5 point battle I might even try an ancient ship for 4 of my points, jump in, scrag something then run. A wise opponent will NEVER field a big target when facing shadows though if he's sensible so bear that in mind!
2) It may sound obvious but the key to not getting pinned is to not get shot by big beam hits! Use your maneuvering rules, speed, hyperspace and any possible cover to avoid return fire whenever you can!
3) Thats a tad lower than I'd expect when factoring in crits but not that bad. Shadows are crit machines really that rely on avoiding return fire rather than flat outshooting their opponents though.
4) I cant recommend highly enough playing with at least a LITTLE scenery whenever its allowed by the scenario. It really does improve the game imeasurably.