Through math I came to the conclusion that they are more effective with a crit damage set than going all potency sets. Potency cross, crit damage triangle, health circle (ends up being more survivability with the health boost from Boba's lead than protection would be), speed arrow. Speed secondaries are first priority, followed by a tie between potency and crit chance.
They do actually have a dispel (Boba's execute), and if need be Dengar can be subbed in for his AoE Tenacity Down to counteract Tenacity Up so not having an AoE buff wipe is no real detriment. The extra health means no real need for a tank either.
Bounty Hunters end up really fast too since they get 75 speed from Boba's leader ability (once all enemies are debuffed) on top of the turn meter gain. Zam gives herself speed up when she drops her TDs and is one of the fastest characters in the game (base speed 163).
If you put 80 speed on Zam from mods she'll end up with a 318 speed unbuffed. Once she gets the speed buff, she'll end up either at a 378 speed, or a 397 speed (depending on whether or not the variable speed from Boba's leader ability gets modified by the speed up buff).
At that point she is going to be roughly 2X as fast as most enemy toons will be and them dispelling her TDs before she goes on a roll and explodes them all in a row is unlikely.
Now on defense, she isn't that effective since she uses her AoE TD, then goes right to her expose before she uses her basic, which ends up slowing the Bounty Hunter team WAAAAAAAAAAAAY down and wastes a lot of those TDs, but on Offense it should be no problem to steamroll most opponents between the high speeds and massive damage you can attain with this group.