One of the under-appreciated aspects of this game is the way each release tends to make previous releases better. Look at the case of the Y-Wing:
It was the Wave 1 ship that everyone got because, well, it was the _other_ ship for the Rebellion. 4 pilots, no EPT, 2 Torpedo slots, and 1 turret slot. And nothing that has been released has changed that. At all. Oh! but the options. Those have gotten more abundant.
Wave 3 saw the release of the Blaster turret. Which, to be fair, is kind of terrible and has never seen use out of the play testing laboratories. But still! It's an option.
Wave 3 also saw another Torpedo option, the more-maligned-than-the-blaster-turret Advanced Proton Torpedo. More expensive, harder to pull off, but it packs a serious punch. But ah-ha! the Rebel Transport gives us the Flechette torpedo. It's cheaper, longer ranged, and has a rather interesting effect even if it misses. And just in case it does miss, Wave 4 has given us the Munitions failsafe. Which, you know what? That might make the other torpedoes more useful as well.
Let's talk about that Rebel Transport for a second, though. And any Huge ship, actually. Has anything done more for the viability of the Ion turret than the ever-loving damage ionization does to Huge Ships? I don't care how bad-ass your corvette is, being ionized is going to keep it from doing much of anything. The mere existence of Huge ships (in mirror matches) adds a great deal to the viablity of the Y-Wing. This will be even more evident when the Empire gets a huge ship of its own.
Not to mention how good torpedoes are against a target that has 0 agility.
What would really make ordinance work better is the Elite Pilot Talent "Predator". It's a free re-roll even after you've spent your Target Lock. But- of course!- you don't get any EPTs with Y-Wings. Unless you get the new R2-D6 in the Transport.
So Tl;Dr? Even without a Y-Wing aces pack, Fantasy Flight is showing a whole lotta love to this workhorse of the Rebellion.