Now I'm thinking of abilities...I really like the TIE scout, but I have a hard time seeing existing actions and upgrades be of any use. Giving it 1 ATK die with no secondary slot cripples any offensive value, but 2 dice just make it a TIE plus. It's viability would have to be in amazing pilot abilities. How about these:
During board placement phase only(forget the official term), you may choose any pilot skill for all of your pilots.
Any enemy ships within range 1 must place their dials face-up
At the start of the combat phase, choose an enemy ship at range 1-2. Then, you may treat any or all friendly ships at range 1-3 as if they have that pilot skill.
At the start of the combat phase, you may choose one friendly ship with a red target lock token @ range 1-3 and assign that ship an evade token.