Looking over the three group kits/campaign ideas, I find a Y Wing squadron to be both the most exciting and the most boring. In a game like this, all you are going to be doing is space and planetary vehicle combat. While the occasional fight is cool, this seems like it will get really boring really quickly.
The option of taking a shuttle is the most flexible and probably the most likely to be used. But what about having a base of operation? What kind of game does that look like? Share your ideas.
I'm thinking of a group of Rebels assigned to an undergroup rebel group) note the caps) who want to overthrow imperial rule and take back control of their planet. The Rebellion get involved, offering what resources they can to help in exchange for the planet's future support. The players would be spies, soldiers, and diplomats staging a guerilla war against the imperial forces on the planet while also trying to sway to non-rebel public to support the Rebellion.
If I can do it, this issue quite interesting because it opens up nearly every career and specialization. Although Ace is a little odd to start, the ground could seize some vehicles or even gain some fighters as a result of a Duty rollover, so those specializations can come up on time.
What would you do with a base of operation game?
Bonus question: How do the Rebels get additional funds and gear, aside from looting and rolling over their Duty?