As starship combat is a bit iffy, I've tried writing a summary sheet and some homebrew alternate rules for it. My group haven't had the chance to try them out yet though, so I'd like to get some extra eyes on them before trialling them out. There's some alterations to attack difficulties, the 'Extra actions' you can perform in combat, and a new mechanic for squadrons/massed capital ship fire:
---
The main change is setting the attack difficulty to the target's speed. This seems to work pretty well when looking at the stats on the EotE dice roller: against a fighter going speed 5, a 22 attack (fairly standard for a PC) only has a ~50% chance of landing. However, at speed 5 even a TIE piloted with a 223 pool only has a ~50% chance of passing a 32 difficult terrain test. So it's easy to lose a fast foe in an asteroid field, unless they slow down (and thus give you a better chance of hitting them).
The tweaks to Evasive Maneuvers make it more effective on maneuverable ships like TIEs. When piloted by chumps, they can't really make the most of their maneuverability without missing, but it makes a talented pilot actually hard to hit; TIEs actually have strengths and should feel like modern, agile ships rather than flimsy fodder. It also makes Gain the Advantage much more worthwhile. If you can GtA and evade, if both at speed 5 you could be firing at 5 whilst your opponent fires back at 41 (at whatever facing you choose, so add a few extra black dice for angled shields to that). Equally, perhaps GtA still needs a mechanic to make it harder to trade it back and forth?
The other massive change is switching to an X-Wing style 'Buffs last til the end of the round' rather than 'Buffs last til your next turn' format. That reduces tracking of minutiae and makes getting the initiative far more valuable. For multi-seat ships it provides you with an interesting tradeoff (do we take buffing actions first *then* attack? Or attack first?). Not sure about it though.
The expanded/altered range of ship actions is intended to make assisting a bit more interactive. The deferred advantage on checks like Scan & Fire Discipline allow non-combat PCs to still get the opportunity to trigger interesting effects and crits.
The wing rules are intended to allow non-pilot PCs to actually do interesting things in combat by leading a wing, effectively getting to use 3-4 ranks of Piloting/Gunnery/whatever by making combined skill checks with the minion group they're leading. The tradeoffs are not being able to benefit from a modified/superior personal ship, and not being able to perform anything that requires Strain unless they have decent Leadership.
The capital ship battery rules should make it muuuuuch easier to run cap ship fights. The existing concentrated fire rules are a bit... iffy. They don't give anything like the same damage as firing as individual minion groups (past ~10 guns, light turbolasers massively out-DPS heavy ones simply because the lower base damage & pen is irrelevant and they can fire more often). The battery rules are almost entirely equivalent to firing individually, but much faster; and also mean that caps trading salvos with each other will tend to negate each other's Massive rule.
---
Anyway, that's my wall of text. Any questions/comments? Please do read the rules first though; my summary isn't really enough to go on by itself.

Page 2