So, I just finished playing several games with A-Wings and Rebel Aces proxies, and, unfortunately, it still seems that the A-Wing is a poor choice in a 100pt list.
Here is my results / experience so far.
I ran three separate games.
Game One/Two -
Red Squad X-Wing / R3-A2
Red Squad X-Wing / R3-A2
Green Squad / Test Pilot / Refit / PTL / Wingman / Stealth Device
Green Squad / Test Pilot / Refit / PTL / Wingman / Stealth Device
So the A-Wings (as always) make fantastic fast flankers, especially with PTL to boost and keep an evade or focus.
The Wingman pair is incredibly mobile due to never retaining any stress tokens, also, fairly difficult to anticipate their movements since the dials are never constrained to greens.
However, without barrel roll, they aren't nearly as elusive in the firing arcs as a Squint.
I briefly experimented with Expert Handling on one, but eventually the Wingman becomes less effective because one ship has to clear stress, moving away from the other who was barrel rolling into position.
Focus / Evade / Stealth Device with no stress, however, is a pretty potent combination, with the exception of their attack power.
I found the best use of the A-Wings to be run-and-gun in the backfield of the opponent. Fly through, take a few potshots, and GTFO of dodge. They will hopefully break off a few ships to deal with the A-Wings, in which case, you zip the A's out to help the X-Wings while they reset their ranks.
The major problem however, is still the red dice. All of the survivability and speed is still severely hampered by the fact that range 2-3 shots are essentially shooting pellet guns at armored vehicles.
If you can get legitimately behind them and zing a few dice at range 1, the odds still don't generally fall in your favor fighting Imperials, since all you have really done is turn yourself into a Range 2 X-Wing, which you could have had 4 of, flying in a formation, slinging a cone of 12 raw red dice.
Essentially, if they refuse to mess with your A-Wings and just go full bore after the pair of X-Wings, you have a problem. (AKA - Game Two).
My opponent literally said out loud - "I hope your A-Wings can kill me before I ROFLStomp your Reds and then K-Turn."
Turns out - they could not. I had two turns of the A-Wings behind the TIE Swarm and they managed to kill one straggler in the left rear of his formation before the TIE's caught the X-Wings in the asteroids and summarily obliterated the Reds.
It did take him a long time to finally catch and kill the A's, and I got two more TIE's before it was all said and done, but still. Ignoring the A-Wings entirely was a successful strategy.
2 Red dice is just not a threat to TIE Fighters without some really helpful dice rolls.
Game Three -
Wes / Flechette / Wingman
Wedge / R3-A2 / Predator
Hobbie / R2-D6 / Flechette / PTL
Green Squad / Test Pilot / Refit / PTL / Stealth Device / Outmaneuver
Well, the goal here was to make the X-Wings intimidating, so that they would hopefully ignore the A-Wing. This game was played against a different opponent.
My strategy worked perfectly. After seeing the pilot names and upgrades on the X-Wings, he basically forgot about the A-Wing, which was much to his chagrin later in the game.
I will admit that the X-Wings did a majority of the work in this game, with Hobbie doing his Focus, PTL, Target Lock, drop stress dance, Wedge doing his usual, with Predator making him a freaking monster against academy TIE's.
In this case, the single A-Wing was just flying around like an idiot until the jousting started, at which point he started pulling his weight.
Granted, in this case, he was more of a distraction and random-damage card distributor, but outmaneuver **almost** makes up for the lack of red dice, especially at range 1.
I did manage to one-shot an Academy from behind with my Greenie, due to his rolling all blanks, at which point I was like "DAYUMMMMMMM BOYYYYYY."
I did, however, find myself wishing for that Wingman pair of A-Wings, because their maneuverability is just ridiculous with basically no stress, ever.
So, anyways, I think the A-Wing is still better served as a single ship flanker / squad-breaker-upper, but the upgrades are interesting and at least make them fun again.