One way to hack it would be to have a second event that does something completely arbitrary and unnoticable (like warping in some random invisible ship 200.000 km away. Actually, in this particular case use an arrival cue instead of an event) when Alpha 2 gets within 5000m of the unknown contact. And then evaluate against that (not has-arrived-delay some_faraway_invisible_ship, in my example) instead.
In fact, you can make it even simpler if you keep in mind that you're never going to let the player get to the nav point. So you don't need to check for that at all, and the directive text doesn't care what the underlying conditions are (except for stuff like is-destroyed-delay which add a count).
What you need is that far away ship from before, with arrival set to happen after the fighter wing you mentioned destroying dies, and departure set to when the player gets within 5000m of the contact. Then all you need to do in this event is check against the far away ship being disabled, and it should work as you want it to. Just make sure to disable warp effects on the ship to avoid delays.