I started out a mostly rebel player. Now it seems with the release of Autothrusters and the advanced fix, rebels no longer have any particular strength. I find myself struggling to come up with solid rebel lists, the imps seem to do most things that the rebels can at least as good or better, and also do many things rebels just can't.
Academy pilots are the best small base blockers in the game with their excellent dials, 3 agility, low pilot skill, low cost and barrel roll and evade actions. From there, night beast, howlrunner, dark curse, mauler mithel and Backstabber are very useful ships for only a few more points. Compared to the two agility, 2 action headhunter rebel equivalent, tie fighters are much better at almost everything.
Interceptors are amazing, and now that they have Autothrusters, will surge against the turret counters revels have had to rely on just to stand a chance against them. On the rebel side, a wings can never be as effective with their paltry 2 attack dice, even with double epts and autothrusters. They'll simply never have to be worried about as flankers to the same degree tge three attack interceptors will.
B wings and x wings can be compared to defenders and the newly buffed advanced, where again the rebels come up quite short. The x wing has great potential - many pilot abilities are great, and astromechs are very good upgrades, but they are just too delicate to justify the points required to kit one out effectively in most cases. Defenders are murderous, if greatly underestimated and misunderstood by many.
The b wing remains strong for the rebels but also suffers from being easily destroyed or ioned, while the advanced will now do better damage every turn, has a better dial, the same actions plus evade and two more agility dice, all for merely sacrificing a few shields and a hull point, which melt quickly on the b wing anyway, being backed by such low agility and no evade potential.
For 36 points, a bounty hunter with rebel captive or recon spec is a real monster, lacking any equivalent on the rebel side. The lambda shuttle is an absolute bargain for a three attack wide-arc ship and the decimator is a fearsome three attack turret - a role which used to be the last rebel advantage, though the firespray came awfully close with its rear arc, anyway.
Y wings are due for a boost, sure, but it seems like rebels need a wings and x wings seriously improved to even approach equal strength with the empire. E wings are strong but way overpriced, the yts are both strong currently but are soon to be neutered by the advanced and Autothrusters, and the phantom continues it's reign of terror. Even without the phantom, the empire is clearly stronger than the rebels and the phantom is the only mlswrately-priced ship in the game which can and frequently does wipe out an entire opposing squadron.
I'm not complaining, I still enjoy building rebel lists and know how to find success with them, but the options are much fewer than those available to the imps. It seems like the philosophy of improving rebels has been to allow more and better upgrades on ships, which does make them stronger but also drives the cost up. Meanwhile the empire has the still-relevant tie swarm at one end of the spectrum and the arc-dodging, one-shot specialist phantom at the other, plus all points in between covered in spades.