While playing my alt I spent some crystals to buy an initial frenzy tech to beat the final SLKR. I figured if I could get going early I would be able to get ahead of him. So I added Wat thinking he could do a special and start the frenzy going on my side. I understand in retrospect that hux prevents TM gain, and that SLKR first turn dispels all buffs on my team. So what I propose is a slight change to make the consumable actually help in the difficult fights it's needed on.
1: Any consumable buff should be locked and not able to be dispelled.
2: For the frenzy buff have it give a bonus turn instead of turn meter.
Currently most or all of the consumables are pretty useless and I think it would be great to actually enjoy more of the conquest experience. I'd also change it so that consumables have a random drop chance after every battle instead of only being in certain jawa nodes. This might make them more fun to play with because with the current setup it's pointless to spend conquest currency on anything other than shards for restricted characters, or on gear that's very needed.
Since the consumables don't seem to actually do anything, I wonder how many people are actually using them. I enjoy conquest but I feel like this part of conquest wasn't well thought out and could use some tweaking.