So, I've experienced the transport, and I finally fought the Corvette yesterday. The rules for the huge ship suck! Those things are fragile like hell. While there might be a point about it for the transport it makes no sense for the corvette, which is some kind of battleship (although it's a small one). I took it apart with a couple of Interceptors, a Defender and a Phantom; a bunch of TIEs were there for distraction, but if the Squints would have had a hard time I would have thrown them against the Corvette too. As it went, it wasn't necessary.
I don't think that the current rules represent the huge ships well. My opponent spent some 130ish points on the corvette, he would have gotten quite some firepower if he would have taken normal fighters. That doesn't make sense; I know the game is about fighter dogfight, blabla, but since they released the huge ships in that environment they should have given some useable rules here.
I was thinking about it and I decided that we will playtest the huge ships with some own table rules:
Any non-huge ship attacking a huge battle ship (so far the Corvette and the transport with the combat retrofit upgrade) with it's primary weapon has to remove any die that shows an hit at the beginning of the "Modify Attack Dice" step. Then turn any critical hit into a normal hit. Proceed with combat as normal.
With this rule you can't bet on bunch of TIE fighters to bring down the huge ships. You want to bring some bombers for that job (secondary weapons are not affected).
I expect the huge ships to hang around a lot longer, giving them time to earn back their investment. Will report back how it went.