Here are my two cents, development-wise, for making a YT-2400.
I have analyzed all the ships through Wave 4 to come to these preliminary conclusions.
One design goal is to make sure the 2400 doesn't step on the 1300's toes (too much). I envision it being a lighter, cheaper, slightly faster, slightly more agile version of the 1300.
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The Ship
This version of the ship features a fixed forward 180-degree primary firing arc. Why? To distinguish it from the 360-degree firing arc of the YT-1300. Not sure this makes much sense, fluff-wise, but it feels compelling, game-design-wise.
It is, of course, on a large base.
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The Movement Dial
16 arrows total, one more green maneuver than YT-1300.
Green Maneuvers
S1, S2, S3, Bank 2 right, Bank 2 left
White Maneuvers
S4, Bank 1 right, Bank 1 left, Bank 3 right, Bank 3 left, Turn 1 right, Turn 1 left, Turn 2 right, Turn 2 left
Red Maneuvers
K3, K4
The maneuver dial subtly encourages speed by having the Bank 1 be a white maneuver while the Bank 2 is green. This is something like the Z-95 in the Bank (1W, 2G, 3W) and the A-Wing in the Turn (1W, 2G, 3W). Not that I think the YT-2400 is like a fast interceptor-style starfighter, but rather it is an interesting way to promote speed a bit (while at the same time distinguishing the 2400 dial from the 1300).
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The Cards
Light Freighter Pilot (another way to say something like "Outer Rim Smuggler")
PS- 1
PW- 2
AG- 1
HU- 5
SH- 4
Evade, Focus, Target Lock (I like the notion of the first large ship with Evade)
Crew (just a single crew slot, again for 1300 distinctiveness)
23 points
(Unique Name #1) (some named pilot)
PS- 4
PW- 3
AG- 1
HU- 5
SH- 4
Evade, Focus, Target Lock
Special Pilot Ability (of some kind)
Crew, Missile, Elite Pilot Talent
29 points
(Unique Name #2) (some named pilot)
PS- 6
PW- 3
AG- 1
HU- 5
SH- 4
Evade, Focus, Target Lock
Special Pilot Ability (of some kind)
Crew, Missile, Elite Pilot Talent
31 points
Dash Rendar
PS- 8
PW- 3
AG- 1
HU- 5
SH- 4
Evade, Focus, Target Lock
Special Pilot Ability (of some kind)
Crew, Missile, Elite Pilot Talent
33 points
The points are guesswork, of course, based on an analysis of Firespray-31 and the YT-1300. Mostly I tried to see what the non-pilot skill stats added up to in terms of points, then shoe-horned these vessels into a similar structure (weighted downward a bit on the intentionally lower attributes and the non-360-degree turret idea).
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Issues
I haven't yet playtested these ships, so I don't know how they'd "feel". This is more of a first stab at the design.
The other two named pilots might be an issue. I don't know of anyone other than Dash Rendar (but I haven't done a ton of searching yet).
There are only so many things one can do to try to differentiate this stock light freighter from that stock light freighter. I suspect the 2400 would be faster than the 1300, but to give it a 5 straight on the maneuver dial seemed over the line. Thus the notion of changing up which maneuvers were green vs white. The 1300 has 4 green, 10 white and 2 red. The 2400 above has 5 green, 9 white, and 2 red; the same number of green maneuvers as the TIE Bomber.