Well, there are lots of options with Vrihedd Officer. I just told you, he can be part of an engine with that double boost card. He can save an engine too, or he can simply do damage.
He gives 5 for 5, which is quite normal, and his ability is quite decent.
By double boost card I assume you mean Xavier Moran. I wouldn't consider a single card a lot of options. Come to think of it, unless I am forgetting a card, Officer lacks direct synergy with everything beyond Xavier, Isengrim and Aelrinn. In the case of Xavier it's only because he has synergy with boost mechanics. Those last two only qualify because Officer is an elf.
The engine comment applies to, once again, any boost card. If the goal was to keep an engine alive there are better options available to do so. You could play a 4p bronze boost card, like Hawker Healer, and achieve the same goal. It's 1 fewer point for 1 less provision. The lower point value is offset by the ability to improve the rest of the deck due to the lower provision cost.
In any case, you may be missing the point. As I said,
bronze deploy cards tend to fall into one of four categories. Three of those are reliant on a condition or synergy. If it's satisfied sufficiently enough they tend to output value above cost. Officer is more of a jack-of-all-trades. It has no condition it must satisfy to reach peak value. Incidentally, it can never output value above cost. Again, it's a filler card (category #4). Unless you don't feel confident you can satisfy the condition of the other types, they do not fit the deck goals or you have already added every reasonable option out of the applicable choices you don't play these filler cards. For the simple reason they're worth less value.
Previously, the difference was Officer could output 3 damage. Most damage oriented cards get a penalty if they do enough damage to remove opponent cards capable of gaining additional value. By removing these cards you deny this value, earning "hidden" points. Now it's 5p, which is an improvement. Unfortunately, it has lost the 3 damage potential in the process. It's now a filler card with no particular strength beyond it's flexibility. It's flexibility is the only unique characteristic it brings to the table.
The problem with this "flexibility" characteristic is it's frequently not very beneficial. Control decks tend to rely upon damage instead of boosting. This is not to say they may not incorporate positive value options, such as tempo plays to offset some of their weaknesses. "Slow" boost cards don't tend to be among them. Boost decks may do the inverse and carry some control/removal cards. It's highly unlikely they are going to care about a 2 pt damage option in those spots, however.
All of this brings us back to the original point made earlier. Flexibility is great but if it's going to be worth less points or efficiency it loses part of it's appeal. Personally, I'd prefer to build toward synergies or conditions and, by building and playing correctly, find a way to satisfy them. In doing so the cards chosen are worth more points. Put differently, conditional bronze deploy cards with higher upside > flexible, jack-of-all-trades bronze deploy cards with no upside.