I agree that Garm is going to show up a lot because he gives access to so many good "counter" figures but only when you need them. He now has access to:
The crazy powerful immediate attack CE (Bothan Noble)
Override (Elite Rebel Commando)
Bodyguard (Rebel Honor Guard - not a great option but sometimes you might want it)
It's a Trap! (CSO)
Deceptive via CE (CSO again - great for a Dodonna squad!)
And a few interesting fire support pieces. These are all in addition to his old tricks of the Turret, the Troop Cart, Mon Cal Activations, Verpine Jolt, Tauntaun Recon, Ithorian Commander, WFF's, Rebel Vanguard, etc. He's become a much more versatile swiss army knife.
But most of his tricks are either gimmicks, or they are counters to other gimmicks. In a certain sense, he's a 45 point defensive piece. What do you do if your opponent has a straightforward power squad (like most of the top squads at Gen Con last year) that doesn't require that you play any of these counters but just requires a pure offensive boost? I suppose you bring another Bothan Noble and use him to pump up your big attacker, but that's perhaps not a very good use of 45 points.
I would argue that Lobot is pretty much a defensive piece too. He lets you shield 20 kill points from being awarded to your opponent; he lets you bring extra activations if needed to counter your opponent's activations; he lets you build a squad around the MTB but protect your squad from the being screwed if you face San or NTMTO; he lets you bring bodyguards if needed, etc.
Lobot + Garm might be too much defense and not enough offense.
The other way to look at Garm is as a way to realize interesting synergies between Rebel and NR pieces. Once I tried a Mara Jolt squad and it was fun but not that great. I'm just not sure there are any such synergies worth paying that many points for... but you can bet I'll try to find them!