Honestly, put together an RPG game about fighter pilots. USe X-Wing as the air combat system. Let them work out their pilot abilities and control their ships while you pump crap at them. Don' worry about balance in this game. Worry about them having fun in your campaign.
That's the best way to get what you want.
That's certainly a way to go.
However, this game is too deadly to focus on the heroic exploits of specific pilots. Of course, you can make it less deadly at the expense of that balance.
The thing is, as much as I love RPGs, that's not what I'm looking for. Instead, (as I detail in my Multi-Level Play thread) I'm looking to have X-Wing battles fought as part of a broader campaign. So, kind of like the campaigns that (I hear) are in the Tantive and Transport expansions, but then with a richer embeddedness in the SWU.
Of course, that's a lot of work (and I'm working on it), but that work is not particularly useful if there is only a mediocre demand for that sort of gaming.
From the other responses that I've gotten in this thread, and elsewhere, I think that there is a demand for more narrative. I'm starting these threads in order to explore what people are into (as well as build awareness so that it won't come out of the blue when I shamelessly plug the campaign engine I'm building [/disclamer]
).
RPG's are the best place for narrative play. Players care about their characters and their ships. It's a great way to get narrative in while still getting the tactical feeling of X-Wing(And by adding in extra survivability for PC's you can create a better named character feel than this game does. The biggest flaw in this game is just how little plot armor it gives named characters. Wedge is the quintissential survivor. What does he do? Always dies first(or second if biggs stays close)