Given where we are on the jump track, I would suggest option 1.
Next turn Dee can just XO randy to get him out of sickbay and jump the fleet at a risk of only 1 pop. The space situation is well under control so this shouldn't be a problem. Even if Dee don't have an XO jump the fleet anyway and we can take care of randy later (eg. on my turn).
How many Launch nuke crisis we have got since the weapon on basestar was disabled? We got a huge break there from all those crisis doing nothing on the cylon ship activation step.
Next turn Dee can just XO randy to get him out of sickbay and jump the fleet at a risk of only 1 pop. The space situation is well under control so this shouldn't be a problem. Even if Dee don't have an XO jump the fleet anyway and we can take care of randy later (eg. on my turn).
How many Launch nuke crisis we have got since the weapon on basestar was disabled? We got a huge break there from all those crisis doing nothing on the cylon ship activation step.