If it is useful or not depends on the enemy.
I play against my Blood Angels friend on a regular base and run a whole Hunter Contingent inclusive an Optimized Stealth Cadre.
The extended range on supporting fire lets me spread my gunlines to cover each other.
Ambushes And Feints I mostly use for kiting his Death Company. The option to walk 6" backwards, running 1-6" further and then still hammer a full salvo of pulsefire into an incoming force is pretty neat. Especially if my friend wants to catch up he can't assault after running. Against jumppack units this usually offers me at least one more shooting phase before getting assaulted.
I found myself most adapting the Sa'cean art of war before I even knew how they fight: Infantry, Broadsides, Ghosts, Ethereals.
Generally I play agressively and push hard forwards with my Strike Teams, followed up by a Cadre Fireblade and some Pathfinders. My Pathfinders can move at least 1-6" and still keep firing their markerlights. So I can decide if I want to "fake a retreat" or stand my ground with even more firepower.
This way I gain table control and leave few safe space to land his deep striking units.
Making your enemy land on difficult terrain is pretty funny
Meanwhile Breachers inside of a Devilfish are taking objectives. Some time my Buff'O+Crisis deep strike near my Breachers offering firepower and another bubble of "run and gun".
If I can't play my Breachers/Crisis agressively anymore my Commander falls back near my Broadsides and gives them some mobility.